Academic literature on the topic 'Cross Platform Games'

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Journal articles on the topic "Cross Platform Games"

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Jurgelionis, A., P. Fechteler, P. Eisert, F. Bellotti, H. David, J. P. Laulajainen, R. Carmichael, et al. "Platform for Distributed 3D Gaming." International Journal of Computer Games Technology 2009 (2009): 1–15. http://dx.doi.org/10.1155/2009/231863.

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Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output.
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Ghareb, Mazen Ismaeel. "HTML5, future to solve cross –platform issue in serious game development." Journal of University of Human Development 2, no. 4 (December 31, 2016): 443. http://dx.doi.org/10.21928/juhd.v2n4y2016.pp443-450.

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serious games as a learning medium have progressed in the previous couple of years. They have been connected to support learning in different fields, for example, security, medical services, and instruction. Serious games can scale from low spending recreations up to high spending diversions relying upon the recreations' destinations and elements. For example, military may use recreational software with 3D reenactment. This is the majority of scenarios in learning environments focusing on motivation to learn. Nevertheless, game development stays as a tedious, complex, and difficult process. With the use of HTML5, however, there is a growing shift towards web apps as opposed to native code. HTML5 technologies are enabling game applications to run in the browser with some native app functionality. HTML5 has received a great deal of attention since its release in 2009, there are numerous articles and discussions on the Internet. In this work, we present how we can use HTML5 canvas as game engine and use it as a cross platform engine for developing a serious game with implementation of some simple games. We mention the advantage and simplicity of canvas HTML5 for web game development. In addition, we review further cross-platform compilers that support HTML5. Finally, we make a comparison of 10 of cross platform apps that support HTML5 in game development in order to help specify which cross platform can be used in game development generally and serious game specifically.
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Du, Yao, Thomas D. Grace, Krithika Jagannath, and Katie Salen-Tekinbas. "Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents." Multimodal Technologies and Interaction 5, no. 5 (May 11, 2021): 27. http://dx.doi.org/10.3390/mti5050027.

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Technology plays an essential role in shaping youth’s communication and social interactions in online multiplayer games. Due to physical distancing restrictions during the COVID-19 global pandemic, online multiplayer games like Minecraft and Roblox are well-positioned to amplify healthy communication/social connections and mitigate the impact of social isolation. Research so far has been focused on how these gaming environments support youth development from the perspectives of individual stakeholders (e.g., caregivers, educators, designers, and developers). However, features of these games, such as communication and parental controls, are often misaligned with the ways in which children develop communication and social skills. Using a series of case studies of popular virtual worlds and online games, this paper provides an analysis of critical design features that serve youth throughout different stages of childhood and early adolescence. We offer three main contributions: (a) a comparison matrix of similarities and differences in communication and control features between platforms; (b) an evaluation of design features in selected virtual world platforms that promote safe and positive social interactions; and (c) a method for cross-platform comparison aimed at helping researchers, designers, and practitioners examine specific dimensions of social communication and play experience in virtual worlds.
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Taylor, D. C. Paul J., Henry Mwiki, Ali Dehghantanha, Alex Akibini, Kim Kwang Raymond Choo, Mohammad Hammoudeh, and Reza Parizi. "Forensic investigation of cross platform massively multiplayer online games: Minecraft as a case study." Science & Justice 59, no. 3 (May 2019): 337–48. http://dx.doi.org/10.1016/j.scijus.2019.01.005.

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Gernego, Iuliia, Liudmyla Petrenko, Mykhailo Dyba, and Vitalii Tsarov. "Innovative financing of creative projects on the Kickstarter platform: Ukrainian and Polish experience." E3S Web of Conferences 166 (2020): 13019. http://dx.doi.org/10.1051/e3sconf/202016613019.

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In the era of digital economy, the crowdfunding platforms provide the background to mitigate cross-country differences within project financing. In particular, creative projects are important as a vital driver in maintaining business and social sector competitive. Thereby, research problem lays upon the potential of providing crowdfunding support to overcome the creative project divide in different countries. The paper aims to provide scientific support on creative projects innovative financing in Ukraine and Poland within Kickstarter. The research methodology is based on Kickstarter data (10 years; 83 industries and 898 projects) processed by statistical analysis. The Concentration Ratio (CR) was modified to measure the concentration of efforts, considering the largest creative industries within Kickstarter platform. The results section represents high rates of concentration of efforts for Ukrainian creative projects that commercialize tangible physical goods: Product Design and Gadgets. At the same time, in Poland the main concentration of efforts is in the field of intangible intellectual products: Tabletop Games and Video Games. Thus, digital platform is a reflection of interrelations between intangible and tangible values in economies. The study results can be used within national programs of creative innovative projects financial support. In relation to other countries, more extensive study is required.
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Ćwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (August 24, 2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.

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Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives themselves as a gamer? In this article the authors attempt to answer these three questions from a multinational perspective. Background. Games are nowadays one of the most frequently encountered forms of entertainment and constitute an ever-increasing part of many people’s day-to-day lives. With the rising popularity of video games, there is a need to conduct a research concerning gamer identity and to find out who perceives themselves as a gamer. The aim of this study is to compare the results of the survey conducted in two different countries to better understand the characteristics of players that self-identified as gamers. Methods. The quantitative study was conducted in two countries – Poland and the United States – in order to research gamer identity. The questionnaire consisted of questions about the self-identification as a gamer, time spent playing video games, types of games played, and the platforms used. It was conducted among 223 students who play video games. Results. The results show that there are both similarities and differences in the meaning of gamer identity between Poland and the United States. People who consider themselves gamers generally spend more time playing games than non-gamers regardless of the country. However, some differences can be spotted between Poland and the U.S. concerning among others types of games played, used platforms or different styles of playing video games. Limitations and further research. The main problem in the study was the limited age range in the sample. In the future it seems valuable to include people of different age groups to broaden the study of self-identified gamer identity.
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Lara Nieto-Márquez, Natalia, Alejandro Baldominos, Alejandro Cardeña Martínez, and Miguel Ángel Pérez Nieto. "An Exploratory Analysis of the Implementation and Use of an Intelligent Platform for Learning in Primary Education." Applied Sciences 10, no. 3 (February 3, 2020): 983. http://dx.doi.org/10.3390/app10030983.

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Smile and Learn is an intelligent platform with more than 4500 educational activities for children aged 3–12. The digital material developed covers all courses of primary education and most of the subjects with the different topic-related worlds with activities in the field of logics and mathematics, science, linguistics and tales, visual-spatial and cognitive skills, emotional intelligence, arts, and multiplayer games. This kind of material supports active learning and new pedagogical models for teachers to use in their lessons. The purpose of this paper is to explore the usage of the platform in three pilot groups schools from different regions of Spain, outlining future directions in the design of such digital materials. Usage is assessed via descriptive analysis and variance analysis, with data collected from users interacting with the intelligent platform. The results show a high use of STEM (Science, Technology, Engineering and Maths) activities among all the activities that could be chosen. Cross-curricular activities are also used. Continuation in the development of such materials is concluded necessary, focusing integration of different fields, accentuating games over quizzes, and the value of teacher training for improving their use in schools.
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Qi, Tuotuo, Tianmei Wang, and Nuo Chen. "Analysis of sponsorship networks and cross-domain knowledge exchange: an empirical study on Zhihu." International Journal of Crowd Science 4, no. 3 (June 29, 2020): 255–71. http://dx.doi.org/10.1108/ijcs-11-2019-0035.

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Purpose This study aims to analyze the structural characteristics of knowledge exchange in Zhihu Lives to provide feasible suggestions for improving the creative enthusiasm of knowledge providers. Design/methodology/approach This paper uses the domain classification of Zhihu Lives to construct a cross-domain knowledge exchange network. Findings This research makes the following findings: the small-world effect exists in the sponsorship network and is conducive to enhancing the learning willingness of knowledge providers; significant sponsorships and strong learning willingness exist among knowledge providers; the knowledge exchange is obvious among the fields of education, reading and writing, business and lifestyle and the fields of music, film, games, art, the internet, science and technology, design, financial economy and occupation; and knowledge exchange is obvious among the internal fields of education, reading and writing, and business and life style, between the internal fields of music, film, and games and art and between the internal fields of the internet, science and technology, design, financial economy and occupation. Originality/value This study can provide practical suggestions for the following development of the platform by analyzing the special phenomenon of knowledge exchange in the present stage of knowledge exchange.
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Galgouranas, Stefanos, and Stelios Xinogalos. "jAVANT-GARDE: A Cross-Platform Serious Game for an Introduction to Programming With Java." Simulation & Gaming 49, no. 6 (July 23, 2018): 751–67. http://dx.doi.org/10.1177/1046878118789976.

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Background. Programming is widely known to be a cognitively demanding field. Learning programming can be a strenuous task without the proper guidance and methodology. Students often face difficulties in understanding even the most basic and fundamental concepts of programming, leading to their confusion and disappointment. Serious games for programming have the potential to alleviate students’ difficulties with programming. Aim. This article introduces a new serious game named jAVANT-GARDE which aims to educate the player on the basic concepts of programming and object-oriented programming through Java. By design, the game is suitable for everyone, even for players with no previous knowledge of programming. This article aims to present important information regarding the design, implementation and pilot evaluation of jAVANT-GARDE. Method. The game was evaluated by 42 high school students (age 16-17) in terms of perceived player experience and short-term learning. The participants played the game for one hour in the school lab and then answered a questionnaire based on the MEEGA+ framework. Results. Students evaluated positively the game in terms of its usability, confidence in playing the game, challenge, satisfaction, fun, focused attention and relevance. Moreover, the majority of students stated that would prefer learning programming with this game to learning through other teaching methods. Conclusions. The results of the pilot study and students’ replies in the questionnaire are rather positive. This gives us the initiative to proceed with studying the effect of the game in long-term learning of programming concepts.
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Shim, Jaewoo, Kyeonghwan Lim, Seong-je Cho, Sangchul Han, and Minkyu Park. "Static and Dynamic Analysis of Android Malware and Goodware Written with Unity Framework." Security and Communication Networks 2018 (June 20, 2018): 1–12. http://dx.doi.org/10.1155/2018/6280768.

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Unity is the most popular cross-platform development framework to develop games for multiple platforms such as Android, iOS, and Windows Mobile. While Unity developers can easily develop mobile apps for multiple platforms, adversaries can also easily build malicious apps based on the “write once, run anywhere” (WORA) feature. Even though malicious apps were discovered among Android apps written with Unity framework (Unity apps), little research has been done on analysing the malicious apps. We propose static and dynamic reverse engineering techniques for malicious Unity apps. We first inspect the executable file format of a Unity app and present an effective static analysis technique of the Unity app. Then, we also propose a systematic technique to analyse dynamically the Unity app. Using the proposed techniques, the malware analyst can statically and dynamically analyse Java code, native code in C or C ++, and the Mono runtime layer where the C# code is running.
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Dissertations / Theses on the topic "Cross Platform Games"

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García, Hernández Mònica, and Madeleine Volter. "Incremental digital product innovation in social mobile games : A case study of King Digital Entertainment." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90205.

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The aim of this thesis was to increase understanding of King company success in the social mobile game industry by asking the question: How does a company manage to organize the innovation work in successful casual games within social mobile gaming industry? In order to answer it, we conducted a case study research with secondary data in which we examined the company to discover the elements that contribute to this success, despite a lack of research in how these kind of companies build their business model and strategies, highlighting the players' behaviour. Our findings conclude it is possible to success in social mobile game industry using incremental innovation in different aspects: games design, implementation of the games, and in the business model.  By applying this innovation, with a good viral strategy and giving the player the decision to play by free or purchasing virtual goods, King has been able to become the largest developer game company on Facebook.
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Grassi, Alex. "Cross-platform game development." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8488/.

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L'obiettivo di questa tesi è stato quello di progettare ed avviare lo sviluppo di un videogioco 3D multipiattaforma, nello specifico PC(Windows) e Mobile(Android), realizzandone poi una demo, affrontando così tutte le problematiche che possono sorgere quando si sviluppa un programma per dispositivi profondamente diversi fra loro. Il videogioco che si è scelto di realizzare è del genere “First Person Adventure”, in cui il giocatore deve esplorare la mappa di gioco, ed interagire con i vari elementi presenti al fine di far procedere la storia, il tutto realizzato ad un livello qualitativo sufficiente a permetterne la commercializzazione una volta ultimato.
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Suleiman, Iyad. "Integrating data mining and social network techniques into the development of a Web-based adaptive play-based assessment tool for school readiness." Thesis, University of Bradford, 2013. http://hdl.handle.net/10454/7293.

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A major challenge that faces most families is effectively anticipating how ready to start school a given child is. Traditional tests are not very effective as they depend on the skills of the expert conducting the test. It is argued that automated tools are more attractive especially when they are extended with games capabilities that would be the most attractive for the children to be seriously involved in the test. The first part of this thesis reviews the school readiness approaches applied in various countries. This motivated the development of the sophisticated system described in the thesis. Extensive research was conducted to enrich the system with features that consider machine learning and social network aspects. A modified genetic algorithm was integrated into a web-based stealth assessment tool for school readiness. The research goal is to create a web-based stealth assessment tool that can learn the user's skills and adjust the assessment tests accordingly. The user plays various sessions from various games, while the Genetic Algorithm (GA) selects the upcoming session or group of sessions to be presented to the user according to his/her skills and status. The modified GA and the learning procedure were described. A penalizing system and a fitness heuristic for best choice selection were integrated into the GA. Two methods for learning were presented, namely a memory system and a no-memory system. Several methods were presented for the improvement of the speed of learning. In addition, learning mechanisms were introduced in the social network aspect to address further usage of stealth assessment automation. The effect of the relatives and friends on the readiness of the child was studied by investigating the social communities to which the child belongs and how the trend in these communities will reflect on to the child under investigation. The plan is to develop this framework further by incorporating more information related to social network construction and analysis. Also, it is planned to turn the framework into a self adaptive one by utilizing the feedback from the usage patterns to learn and adjust the evaluation process accordingly.
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Beije, Gustav. "Pix." Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-36478.

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This thesis is about the creation of a new game framework named Pix and a comparison between it and the game engine Godot. The purpose is to create a game framework that focuses on making the workflow streamlined for the pro- grammer and at the same time giving the programmer a lot of creative power. Pix uses C# as programming language which runs on the .NET Core platform. Pix is built with Entity Component System (ECS) design which means that the design is data-oriented and that it focuses on composition. Thus the ECS design brings with it a clear separation between logic and data. The ECS design also makes it easy to write multithreaded code and to serialize the game world state. The comparison against Godot shows clear differences between how you use them and the philosophy about how the users become familiar with them. The obvious difference between them is that the main time spent working with Godot will be in the graphical user interface. In Pix on the other hand you will only work in a text-editor or an IDE if you do not create your own editor. The coding in Godot is done primarily with the script language GDScript. It is made for creating common game functionality but can’t be used to extend the engine with new advanced functionality. Thus to integrate new more advanced features Godot will need to be recompiled. Being forced to recompile the engine to add new advanced features results in that extending the engine can both be time consuming and challenging. In Pix there is no difference between coding game functionality and extending the framework. This equality in Pix between coding game functionality and extending the framework brings with it that when you can make a game in Pix you can also extend the engine with more functionality. The differences results in that Godot is simpler to learn but also gives the regu- lar user less power. Pix is the opposite of that. I you look at the workflow of us- ing Pix and combine that with the technologies Pix is built upon you can see that Pix differentiates itself from the already existing alternatives. The work- flow Pix provides and the technologies it is built upon shows that Pix can be a good alternative for creating complex games that doesn't need the most ad- vanced graphical features.
Rapporten handlar om skapelsen av ett nytt spelramverk namngivet Pix som jämförs mot den existerande spelmotorn Godot. Syftet är att skapa ett spelram- verk som fokuserar på att göra arbetssättet smidigt för programmeraren samtidigt som det ger mycket kreativ makt till programmeraren. Pix använder C# som programmeringsspråk vilket körs på .NET Core plattformen. Det är upp- byggt med en Entity Component System (ECS) design vilket betyder att det är en dataorienterad design med ett fokus på komposition. Det medför en klar separation mellan logik och data. ECS designen medför också att serialisering samt använda sig av flera trådar blir väldigt enkelt. Jämförelsen mot spelmotorn Godot visar tydliga skillnader i hur man använder spelmotorn/spelramverket samt tydliga skillnader i filosofin kring hur en användare blir bekant med spelmotorn/spelramverket. De tydliga skillnader är hur större delen av arbetstiden i Godot spenderas i Godots grafiska gränssnitt medans Pix kan kontrolleras endast från kod om man inte skapar en editor själv. Programmering i Godot görs med skriptspråket GDScript. Det är gjort för att skapa vanlig spel funktionalitet och inte utöka spelmotorn med ny funktionalitet. Det betyder att hela motorn måste kompileras om för att lägga till mer avancerad funktionalitet vilket kan vara tidskrävande. I Pix är är det samma sak att programmera spel funktionalitet och utöka ramverket med ny funktionalitet. Det medför att så fort som man kan programmera ett spel i Pix kan man också utöka ramverket med mer funktionalitet. Det resulterar i att Godot är enklare att lära sig men samtidigt ger mindre makt till den vanlige användaren medans Pix är tvärtom. Kollar man på hur man använder sig av Pix samt de teknologierna Pix är uppbyggt med så kan man se att det skiljer sig från redan existerande alternativ. Det leder till att Pix kan vara ett gott alternativ för komplexa spel som inte kräver den mest avancerade grafiken.
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Tang, W., A. S. Sagi, D. Green, and Tao Ruan Wan. "Cross-Platform Cloth Simulation API for Games." 2016. http://hdl.handle.net/10454/15325.

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no
Physics simulation is an active research topic in games, because without realistic physics, even the most beautiful game feels static and lifeless. Although cloth simulation is not new in computer graphics, high level of details of cloth in video games is rare and mostly coarse due to complex and nonlinear physical properties of cloth, which requires substantial computing power necessary to simulate it in real-time. This paper presents a robust and scalable real-time cloth simulation framework by exploring a variety of modern simulation techniques to produce realistic cloth simulation for games. The framework integrates with OpenCL GPGPU library to leverage parallelism. The final result is an API for games development with enriched interactive environments.
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陳家偉. "The Design and Implement of Cross-platform Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/e3bgzx.

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Liao, Chen-Chieh, and 廖振捷. "A Study of Cross-platform Games with Physics Engine." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/66361843700222157944.

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碩士
逢甲大學
應用數學學系
103
Abstract In recent years, the popularity of smart platform and other mobile devices, making the APP game market booming, but also to the development of these APP game engine concern, such as Unity, ShiVa3D…etc. , these games have their own development engine the API platform publishing tools and conversion software, so that the completed APP game can be published to the platform used for various mobile devices, such as iPhone’s iOS, common used Android…etc. ,which for independent developers and hobbyists are a good news. The research will forcus on cross-platform games with physics engine of the game design, game development engine though each has a different physics engine, but the design concept is the same, the paper will be presented Unity’s physics engine operation of the corss-platform physics games design.
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Ke, Hsin-Chuan, and 柯信全. "Designing Cross-Platform Digital Games by Construct2-Science Periodic Table in Junior High Schools as an Example." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/v3b37h.

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碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
104
Periodic Table is the basis for junior high school students to learn science.All the science applications are extended by the beginning of a periodic table.Therefore, students need to have a complete understanding on periodic table that can learn science better.Traditionally,a periodic table teaching is to give students Chinese words, students write in English, or English to students, students write words in Chinese.However, in the information era, appear of digital game whether allows teachers to teach the periodic table can have different teachings.Not only allows students to learn the periodic table better, but also allows students to feel interesting, is the main point of this research. This research is to construct a "Periodic table Teaching Platform", the first step is to teach periodic table, with "periodic table image memory method" as the theoretical basis.After that ,design 9 kinds of cross-platform HTML5 games by construct2 , Elementary level Games includes "Periodic table choice question","Periodic table challenge","Periodic table Sushi train ".Intermediate level game includes "Periodic table Bingo", "Periodic table Fruit Slicer", " Periodic table Card Match".High level game incluses "Periodic table Air Combat Game ", "Periodic table Mario", "Look for Periodic table".Not only can improve students' proficient ability of the periodic table,bue also in final level game can challenge "Boss".In all games you can upload scores to rank.Scores in games can be converted into experience points, money. Experience points can upload level, and money can buy equipment.Finally you can challenge Boss to complete the final stages of learning.This teaching platform can be used for window, Android, IOS.All cross-platform system, whether using a computer, smart phone, tablet computer, students can use this teaching platform everywhere,at any time.And you don’t necessarily need to use the keyboard when using your computer.You can use USB gamepad to play "Periodic table Mario". In order to evaluate the effectiveness of learning teaching platform, this semester I fill the position of seventh grade "Multimedia Periodic table" club teacher.The club have 12 members.Evenyone can play each game,and analyze student’s progress situation,and finally give students questionnaires to fill out. In this research, finally take students’ wrong topic to do statistics and questionnaire statistics.The final target hopes to reach "game-based leaming".This research can be extended that all teachers’ teaching content can be made into the game for students to play.Not only can achieve the purpose of teaching and entertaining,but also teachers can analyze student’ learning. The conclusions of this research: 1. "Periodic table Fruit Slicer" is the highest rating in all games,not only interesting but also can help recite periodic table. 2. When students play 「Educational games」,it must beforehand understand the subjects can reached the standard rapidly . 3. When playing cooperative games, the strongest combination is not always most rapidly reached the standard ,because teamwork is very important.
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Sun, Chi-Lin, and 孫哲齡. "A Study on Establishing a Cross-Platform Online Quiz Game." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/98436477849037920689.

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碩士
世新大學
資訊傳播學研究所(含碩專班)
100
After the post-modernism, with advances in technology, the consumer electronics products have been continuously innovated, such as smart phones, tablet PCs, notebook and desktop computer. The variety of software built in the platform of each product has dazzled the users. In additional, the software developers not only have to design software fit the diverse platform specification, but also invest more resources to develop them to fulfill users demand. Based on the core technology of cross-platform online games, this study aims to develop a network game system, which not only can be executed on various platforms, but also integrated with Facebook. Therefore, while playing online games, the users could also instantly interact with their friends on Facebook. Moreover, this study expects to provide an innovative, unique and differentiated cross-platform online game. The game content is focused on Taiwan local culture so that more people understand Taiwan's unique folk customs, geographical environment and human activity while they are playing games. In this study, the system will be implemented on Microsoft Windows, Linux, Google Android and Apple iOS operating system, and through Desktop computers, Notebook, Tablet PC and Smart Phones, etc. to achieve the cross-platform online games building system.
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Wang, Yi-Hsien, and 汪益賢. "CWT - An AWT/Swing Architecture for Cross-Platform Java Game Development." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/51499901965107413592.

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博士
國立交通大學
資訊科學與工程研究所
97
In recent years, the performance of Java platforms has been greatly improved, which makes Java satisfy the requirements for developing games. However, after practicing in real game development, we observe that a phenomenon of performance inconsistency exists in the graphics of Java AWT/Swing with different combinations of JREs, graphics APIs, system properties, and operating systems (OSs), including Windows XP, Windows Vista, Fedora and Mac OS X. This phenomenon makes it hard to predict the rendering performance of Java games and weakens the merits of the Write-Once-Run-Anywhere feature of Java. In order to solve the above problems, we propose a portable AWT/Swing architecture, called CYC Window Toolkit (CWT), for developing cross-platform Java games with high and consistent rendering performance. CWT has the following features. First, the CWT architecture supports multiple graphics libraries such as AWT, DirectX and OpenGL, multiple virtual machines such as Java VM and .NET CLR, and multiple OSs. Next, CWT supports AWT/Swing 1.1 compatible widgets, so it can be easily applied to existing Java games. For programmers who want to fine tune their games, CWT supports one-to-one mapping APIs to directly manipulate DirectX and OpenGL objects and other game-related properties. In addition, CWT supports interoperability with 3D applications, which is an important feature for 3D game design. We implemented three versions of CWT – AWT, DirectX, and OpenGL, to take advantage of graphics hardware acceleration on all supported OSs. The implementations of CWT are available on our website (http://java.csie.nctu.edu.tw/cwt/) [15]. Two testing programs, including micro-benchmark and macro-benchmark, are also designed to evaluate the rendering performance of the original Java AWT/Swing and CWT. The benchmarking results show that CWT achieves more consistent and higher rendering performance than Java AWT/Swing does in commonly used JRES, including MSVM and JREs 1.4 to 1.6, on the four OSs. Moreover, CWT needs fewer efforts to test the combinations of graphics APIs and system properties, which greatly improves programmers’ productivity. Based on the benchmarking results and our experience, we propose three approaches to make Java be a better platform for developing cross-platform games in the future. First, since the video hardware evolves quickly, Java should open direct access to the internal DirectX and OpenGL objects for game programmers who need to access up-to-date hardware features or change the rendering behaviors. Second, Java should decouple the rendering pipelines of Java AWT/Swing from the JREs for faster upgrading and supporting old JREs. Third, Java should reuse existing DirectX and OpenGL bindings for lower developing cost, better maintainability, easier interoperability among Java AWT/Swing, Java 3D, and JOGL applications.
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Books on the topic "Cross Platform Games"

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Cross platform game development. Plano, Tex: Wordware Pub., 2008.

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Game developer's open source handbook. Boston, Mass: Charles River Media, 2007.

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Yŏn'guwŏn, Han'guk Chŏnja T'ongsin. Mŏlt'ik'oŏ CPU mit MPU kiban k'ŭrosŭp'ŭllaetup'om keim kisul kaebal =: Development of multi-core CPU & MPU based cross-platform game technology. [Kyŏnggi-do Kwach'ŏn-si]: Chisik Kyŏngjebu, 2009.

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Cross-Platform Game Programming (Game Development) (Game Development). Charles River Media, 2005.

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Godot Engine Game Development Projects: Build five cross-platform 2D and 3D games with Godot 3.0. Packt Publishing, 2018.

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Roy, Avisekhar. The Android Game Developer's Handbook: Discover an all in one handbook to developing immersive and cross-platform Android games. Packt Publishing, 2016.

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Book chapters on the topic "Cross Platform Games"

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Mehm, Florian, and Christian Reuter. "StoryTec: Authoring Adaptive Cross-Platform Games." In E-Learning and Games for Training, Education, Health and Sports, 189. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33466-5_22.

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Tang, Wen, Abhishek Sagi, Daniel Green, and Tao Ruan Wan. "Cross-Platform Cloth Simulation API for Games." In E-Learning and Games, 224–32. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40259-8_20.

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Zheng, Ruichen, Hai-Ning Liang, Ruiqi Xie, Feiyu Lu, Yuwei Shi, Wenge Xu, and Konstantinos Papangelis. "BlockTower: A Multi-player Cross-Platform Competitive Social Game." In VR, Simulations and Serious Games for Education, 85–98. Singapore: Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-13-2844-2_8.

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Taylor, Paul J., Henry Mwiki, Ali Dehghantanha, Alex Akinbi, Kim-Kwang Raymond Choo, Mohammad Hammoudeh, and Reza M. Parizi. "Forensic Investigation of Cross Platform Massively Multiplayer Online Games: Minecraft as a Case Study." In Handbook of Big Data and IoT Security, 153–77. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10543-3_7.

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Monyo, Emmanuel S., Essegbemon Akpo, Chris O. Ojiewo, and Rajeev K. Varshney. "A Cross-Case Analysis of Innovation Platform Experiences in Seven Countries in West and East Africa and South Asia." In Enhancing Smallholder Farmers' Access to Seed of Improved Legume Varieties Through Multi-stakeholder Platforms, 185–97. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-15-8014-7_13.

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AbstractThe Bill and Melinda Gates Foundation (BMGF) funded Tropical Legumes (TL III) project was implemented in seven sub-Saharan Africa countries (Burkina Faso, Ghana, Mali, Nigeria, Ethiopia, Tanzania, and Uganda) and South Asia (India). Shortage of seed of improved varieties has been identified as the greatest hindrance to farmer adoption of new agricultural technologies developed through this project. This chapter compares the different approaches followed by different countries in the establishment of Multi-Stakeholder Platforms (MSPs) for supply of improved legume seed to farmers. Achievements from this initiative are mixed and multi-dimensional. The details herein provide the reader with insights on the level of success of innovation platforms in the different countries and implications for agricultural technology dissemination to smallholder farmers. Key achievements include strengthened linkages among various legume seed value chain actors, participation of several cadres of seed producers in a decentralized system resulting into significant increase in the production of certified and quality declared seed of legumes, and rapid adoption and use of newly released varieties by smallholder farmers. As for those areas where the initiative did not produce the desired results, it is a testament that unless a well thought-out inclusive and comprehensive approach which defines the critical roles of each player in the value chain is developed, current seed shortages will continue, eroding emerging market opportunities and good intentions of development partners. The reader is directed to individual chapters for details of the process followed by each country/crop in the establishment of MSPs, their composition, key achievements, challenges, and lessons for overall improvement of the national legume seed systems.
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Richardson, Ingrid, and Larissa Hjorth. "Mobile Games." In Encyclopedia of Mobile Phone Behavior, 1185–93. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8239-9.ch097.

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This article provides a critical overview of mobile gaming, from discrete offline casual games to location-based, mixed reality, cross-platform, and urban games and, more recently, the array of downloadable playful and social applications for the touchscreen smartphone and handheld tablet or iPad. The discussion begins by casting mobile games as one of the most significant trajectories of an emerging app-based media ecology. The authors consider the way mobile gaming and play have become intrinsic to our everyday practices and challenge the distinction that is often made between casual and hardcore (or ‘real') gamers. The article then explores how location-based mobile games generate hybrid experiences of place and presence, requiring the player to integrate their own situated and embodied perception of the world with dynamic GPS-enabled information. Finally, the overview turns to the relation between mobile media and social media games—which include those mobile games and apps that embed social networking and sharing features into the game or games accessed and played through social networking services via a mobile device. On a broader scale—in terms of the impact of mobile games on our daily lives—the proliferation of mobile interfaces, games, and playful apps is playing a key role in what is termed the ‘lusory' or playful turn in culture.
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Peixoto de Queirós, Ricardo Alexandre. "A Survey on Game Backend Services." In Advances in Game-Based Learning, 1–13. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-1034-5.ch001.

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The industry of video games is one of the fastest growing sectors in the worldwide economy. One of the key factors to increase engagement and player retention, was the use of various common game concepts such as leaderboards and achievements. The massive use of this approach and the impressive growth of players led to the concept of gamification as a service, later materialized in Game Backend as a Service (GBaaS). Instead of replicating the implementation of the game features in each version of the game for several platforms, GBaaS adhere to a service oriented architecture providing cross-platform game services that lets you easily integrate popular gaming features such as achievements, leaderboards, remote storage and real-time multiplayer in games. This chapter surveys several GBaaS based on the features they offer and on their openness for the integration with computer programming environments.
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Lei, Li, Shen Wanqiang, and Edwin Tan Seng Tat. "Online Games for Children." In Understanding the Interactive Digital Media Marketplace, 300–315. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-61350-147-4.ch024.

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This chapter studies the niche market segment of the gaming industry which is the educational games for children aged 3-12. Gaming behaviors including both positive and negative effects of online gaming on children were noted. A framework for developing an online children’s educational game is proposed. A prototype is developed to illustrate the use of the framework. Together with the proposed framework (and prototype), the ADVISOR framework has been used to discuss on the product platform, sales, and marketing strategies. The promotion of such online educational games is discussed based on the advertising and promotion strategies. The pricing strategy of the digital product will be discussed using the 3 Cs of pricing framework. Recommendations are suggested to help the online educational gaming industry to cross the chasm. The authors would like to propose the following set of CSR initiatives with alignment to government regulatory.
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"A Cross‐Platform Multithreading Framework." In Game Engine Gems 2, 473–90. A K Peters/CRC Press, 2011. http://dx.doi.org/10.1201/b11333-35.

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Mirzaei, Maryam Sadat, Kourosh Meshgi, and Toyoaki Nishida. "A situation creation system to enable experiential learning in virtual worlds for developing cross-cultural competencies." In CALL for widening participation: short papers from EUROCALL 2020, 233–39. Research-publishing.net, 2020. http://dx.doi.org/10.14705/rpnet.2020.48.1194.

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The emergence of virtual worlds and simulation games provide ample opportunities for developing cultural competence by offering a visual, contextual, immersive, and interactive experience. Learners can benefit from contextual interactions and develop cultural competencies by fulfilling quests or exploring the environment. However, most of the existing systems contain few pre-designed scenarios, inadequate for covering unique aspects of different cultures. This study introduces a situation creation toolkit for teachers and learners to design their culture-specific scenarios in a 3D environment and share it with others to experience such situations. In a preliminary experiment, 37 English learners with different cultural backgrounds created a scenario, specific to their culture, and provided proper/improper communicative choices as well as cultural-related notes. Scenarios were then exchanged to those of different cultures for role-playing and decision-making. Results highlighted the influence of L1 culture and stereotyping when facing an unfamiliar cultural context, thus leading to culturally unacceptable behavior. Findings suggest that through real-life scenario design and experience, our platform can prepare learners to interact in culturally appropriate ways and encourages them to gain cross-cultural competence.
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Conference papers on the topic "Cross Platform Games"

1

Lucas, Simon M. "Cross-Platform Games in Kotlin." In 2020 IEEE Conference on Games (CoG). IEEE, 2020. http://dx.doi.org/10.1109/cog47356.2020.9231914.

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Sarinho, Victor, Gabriel Azevedo, and Filipe Boaventura. "Providing an IM Cross-Platform Game Engine for Text-Messaging Games." In 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2018. http://dx.doi.org/10.1109/sbgames.2018.00033.

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Fahy, Ruairi, and Liam Krewer. "Using open source libraries in cross platform games development." In 2012 IEEE International Games Innovation Conference (IGIC). IEEE, 2012. http://dx.doi.org/10.1109/igic.2012.6329835.

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Carter, Chris, Abdennour El Rhalibi, and Madjid Merabti. "Development and Deployment of Cross-Platform 3D Web-based Games." In 2010 Third International Conference on Developments in eSystems Engineering (DESE). IEEE, 2010. http://dx.doi.org/10.1109/dese.2010.32.

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Sanchez, Kevin, Kelly Garces, and Rubby Casallas. "A DSL for rapid prototyping of cross-platform tower defense games." In 2015 10th Computing Colombian Conference (10CCC). IEEE, 2015. http://dx.doi.org/10.1109/columbiancc.2015.7333417.

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Wong, Yoke Seng, and Kah Heng Liew. "The Significance of Handling Multiple Resolution User Interface for Cross Platform Games." In Annual International Conference on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2015. http://dx.doi.org/10.5176/2251-1679_cgat15.30.

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Jurgelionis, Audrius, Francesco Bellotti, Alessandro De Gloria, Jukka-Pekka Laulajainen, Philipp Fechteler, Peter Eisert, and Haggai David. "Testing Cross-Platform Streaming of Video Games over Wired and Wireless LANs." In 2010 IEEE 24th International Conference on Advanced Information Networking and Applications Workshops (WAINA 2010). IEEE, 2010. http://dx.doi.org/10.1109/waina.2010.186.

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Carter, Chris, Abdennour El Rhalibi, Madjid Merabti, and Marc Price. "Homura and Net-Homura: The creation and web-based deployment of cross-platform 3D games." In Workshops (ICUMT). IEEE, 2009. http://dx.doi.org/10.1109/icumt.2009.5345337.

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Tomsons, Dzintars, and Inta Znotiņa. "DEVELEPMENT OF COMPUTER-BASED EDUCATIONAL GAME ACROSS COMPUTER SCIENCE CURRICULUM." In 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.92.

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The current paper describes the use of game development for improvement of first year Computer Science students’ professional and social competencies. The computer-based education games play grateful platform for integration of knowledge and skills gained by students in several learning courses, i.e., programming, web-design, computer graphics and animation, introduction to software engineering, etc. The multidisciplinary character of the games provides possibilities to constitute teams with students from different study programs. Thereby the students get their first experience in cross-disciplinary communication. Key words: computer-based education, educational games, learning environment.
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Koryakina, Nadezda, Xiang-bin Yan, Jong Min Kim, and Chul Ho Lee. "Multihoming and cross-platform spillover effect on mobile game platforms." In 2016 International Conference on Management Science and Engineering (ICMSE). IEEE, 2016. http://dx.doi.org/10.1109/icmse.2016.8365644.

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