Academic literature on the topic 'Game'

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Journal articles on the topic "Game"

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Yüce, Arif, Ümit Can Büyükakgül, and Hakan Katırcı. "Game in the Game: Examining In-App Advertising in Mobile Sports Games." PODIUM Sport, Leisure and Tourism Review 8, no. 1 (2019): 34–44. http://dx.doi.org/10.5585/podium.v8i1.319.

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Campagna, Federico. "Games | Game Design | Game Studies: An Introduction." Design Issues 34, no. 2 (2018): 83–84. http://dx.doi.org/10.1162/desi_r_00488.

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Hastie, Peter A., and Mauro H. André. "Game appreciation through student designed games and game equipment." International Journal of Play 1, no. 2 (2012): 165–83. http://dx.doi.org/10.1080/21594937.2012.698460.

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Vetushinskiy, A.S. "More than just a tool: a new approach to understanding gamification." Sociology of Power, no. 3 (June 7, 2020): 14–31. https://doi.org/10.22394/2074-0492-2020-3-14-31.

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The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamification to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) approaches oriented towards intrinsic motivation began to prevail. Ignoring this point just leads to the fact that the criticism expressed in the early 2010s (its main idea was that gamification is a new form of exploitation and m
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Serhii, Yevseiev, Milov Oleksandr, Milevskyi Stanislav, et al. "DEVELOPMENT AND ANALYSIS OF GAME-THEORETICAL MODELS OF SECURITY SYSTEMS AGENTS INTERACTION." Eastern-European Journal of Enterprise Technologies 2, no. 4 (104) (2020): 15–29. https://doi.org/10.15587/1729-4061.2020.201418.

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A game-theoretic approach is presented, which claims to be a universal method for solving most problems in the field of cybersecurity. As arguments to confirm the superiority of game theory, mathematical validity and provability of the optimality of decisions made, unlike the widely used heuristics, the possibility of developing reliable protection based on analytical results, ensuring a timely response to cyberattacks in conditions of limited resources, as well as distributed nature of decision making are highlighted. The definitions of the basic concepts used in security tasks based on game-
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Allen, Amanda K. "The Hunger Games Game: Exploring Ideology through Game-Based Learning." Lion and the Unicorn 45, no. 3 (2021): 313–19. http://dx.doi.org/10.1353/uni.2021.0027.

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Martanovschi, Ludmila. "PLAYING GAMES/THE GAME IN TOMSON HIGHWAY’S REZ CYCLE." Revista de Estudios Norteamericanos, no. 27 (2023): 29–45. http://dx.doi.org/10.12795/ren.2023.i27.10.

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T: Award-winning Cree author Tomson Highway has created memorable characters for the stage and has continued to fascinate both theatre audiences and critics for decades. Set on the Wasaychigan Hill Indian Reserve, Manitoulin Island, Ontario (Canada), his Rez Cycle—The Rez Sisters (1986), Dry Lips Oughta Move to Kapuskasing (1989) and Rose (1999)—revolves around playing games, be it bingo or hockey, as a way of coping with the challenges of reserve life. Relying on decolonizing perspectives, this article demonstrates how practices such as storytelling and using humor promote solidarity on stage
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Johnson, Wayne D. "Gama' Giwe'Binigowin (The Snake Game)." Antioch Review 48, no. 1 (1990): 26. http://dx.doi.org/10.2307/4612139.

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Cass, S. "Mind games [computer game AI]." IEEE Spectrum 39, no. 12 (2002): 40–44. http://dx.doi.org/10.1109/mspec.2002.1088444.

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Macedonia, M. "Ender's game redux [computer games." Computer 38, no. 2 (2005): 95–97. http://dx.doi.org/10.1109/mc.2005.59.

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Dissertations / Theses on the topic "Game"

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Jensen, Remy. "Video Games: Game AI." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11994.

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The goals of this project was to learn the industry standards of what good and challenging game AI was. The author reviewed literature on the topic and had personal correspondence where the research questions was answered by professionals within the field. The availability of open literature and the openness of the professionals really helped with understanding the industry standards to game AI.Using the information from the research a prototype system adhering to the industry standard was made with the intention of expanding it into an experimental prototype using unorthodox techniques to ac
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Kew, Francis Christopher. "Constituting games : an analysis of game rules and game-processes." Thesis, University of Leeds, 1990. http://etheses.whiterose.ac.uk/474/.

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In social theory, games are frequently presented as archetypal examples of activities governed by formal rules. Drawing upon ethnomethodology and figurational sociology, this project provides an analysis of the constituting of games and identifies the inadequacies of this conventional formalist wisdom. Applying and elaborating upon Garfinkel's work, two case-studies are presented which are designed to display the other dimensions of rule-following through which players accomplish a viable game. Analysis also reveals that this collaborative work does not preclude differing interpretations of th
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Johnsen, Andreas Lyngstad, and Georgy Ushakov. "[Lecture Games] Python programming game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13582.

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Pythia is a programming game that allows the player to change pieces of theirenvironment through use of the programming language Python. The idea is that thegame could be used as a part of teaching simple programming to first year universitystudents. The game should be fun enough for the students to keep playing, teachenough for it to earn a place as a teaching tool, and it should be usable by allstudents. It should also be possible for a teacher to create their own content for thegame.Pythia was implemented by extending the Python-interpreter Jython and building a game around it. Th
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Smith, Martin Williamson. "Fantasy game-product congruence : an exploration of game advertising and UK gamer attitudes towards around-game advertising through promotional merchandise." Thesis, University of the West of Scotland, 2015. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.714649.

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Muaweyah, Amer. "Game skeletons in Game Maker for the course Design and Programming of Computer Games." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50777.

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<p>This report is written as a summary of the solution to the problem that the staff for the course TDDD23 at the Swedish university Linköpings universitet wanted two computer game skeletons. One for a scrolling shooter game and one for a strategy game. The games the staff wanted were to be like two existing games. The scrolling shooter was to be like the scrolling shooter from the tutorial GM Tutorial Scrolling Shooter[1]. The strategy game was to be like an existing game called Ancient War[2]. There were some additional requirements that the games had to fulfill. The games were created using
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Herodotou, Christothea. "Game appropriation : where does the gamer fit?" Thesis, University College London (University of London), 2009. http://oro.open.ac.uk/49459/.

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The socio-technological transformation of digital games means that they are no longer single-player, co-located game experiences but instead are multiplayer socially-oriented ones (e.g. World of Warcraft). This change underpins the central concern of this thesis, to understand game appropriation and the intrinsically motivating nature of gaming. Game appropriation is defined as the broad incorporation of Massively Multiplayer Online Role-Playing Games (MMORPGs) into gamers’ daily practices, including the nature of their gameplay. Gaming is not viewed as a set of defined moments of participatio
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Fristedt, Ted, and Nicholas Lo. "In-game transactions in Free-to-play games : Player motivation to purchase in-game content." Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-387646.

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Throughout the last two years the revenues from in-game transactions in video-games have increased due to its growing presence both in traditional retail games as well as digital due to the fact that more and more games have become free. This growing presence is the basis for answering the question of what motivates players to spend money on in-game purchases in freeto-play games. The research found that having a well designed game is a very important factor that makes players purchase content. Many respondents made purchases based on emotional reasons such as wanting to look cool. People also
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Barras, Anne Helen Susan. "The great game : games-playing and imperial romance." Thesis, Royal Holloway, University of London, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.368875.

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Crone, Logan. "Determinacy of Schmidt's Game and Other Intersection Games." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1703306/.

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Schmidt's game, and other similar intersection games have played an important role in recent years in applications to number theory, dynamics, and Diophantine approximation theory. These games are real games, that is, games in which the players make moves from a complete separable metric space. The determinacy of these games trivially follows from the axiom of determinacy for real games,ADR, which is a much stronger axiom than that asserting all integer games are determined, AD. One of our main results is a general theorem which under the hypothesis AD implies the determinacy of intersectio
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Hu, Mengchen. "Game Design Patterns for Designing Stealth Computer Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20294.

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Design patterns are widely used in game design, especially in action games. Design patterns can be seen as a group of concluded gameplay. A stealth game is a video game genre that rewards the player for using stealth (conceal avatar of player in order to avoid enemies) to overcome antagonists. In some cases there is a conflict between difficulty and game experience in stealth game. In order to solve this problem, we researched design patterns in stealth games. We observed a set of stealth game design patterns from three different stealth games. The collection used a different template of game
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Books on the topic "Game"

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Hosea, Fred. Game warden games. F. Hosea, 2007.

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Kruglikov, Viktor. The game is a non-educational game (experience, analysis, reflections of a game technician teacher). INFRA-M Academic Publishing LLC., 2024. http://dx.doi.org/10.12737/2079775.

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Based on the analysis of many years of experience in the development and application of didactic games in order to teach all categories of students from schoolchildren and students to university faculty, the monograph attempts to revise established, controversial and contradictory views on the phenomenon of the game. The author's vision of how to answer such long-standing questions is proposed: what is a game and a non-game, how the game happened, what characteristics it has. The concept of behavioral games is introduced. The signs and driving forces of traditional and behavioral games are ana
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Sotamaa, Olli, and Jan Svelch, eds. Game Production Studies. Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.

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Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routin
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Secession, Wiener, ed. Ericka Beckman: Game mechanics, game mechanics, mechanics, chance mechanics, mechanics and games, game mechanics. Revolver Publishing, 2017.

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BRITISH BROADCASTING CORPORATION. Interview game: Interviewing game. BBC Enterprises, 1996.

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Campese, David. My game, your game. Ironbark, 1994.

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Blom, Joleen. Video Game Characters and Transmedia Storytelling. Amsterdam University Press, 2023. http://dx.doi.org/10.5117/9789463722957.

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Characters are a vital aspect of today’s transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined. This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters’ identities and affect their possible destinies. Games subvert the idea that fictional pers
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Freyermuth, Gundolf S. Games | Game Design | Game Studies. transcript Verlag, 2015. http://dx.doi.org/10.1515/9783839429839.

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Freyermuth, Gundolf S. Games | Game Design | Game Studies. transcript Verlag, 2015. http://dx.doi.org/10.1515/transcript.9783839429822.

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Games - Game Design - Game Studies. transcript Verlag, 2015.

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Book chapters on the topic "Game"

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"Playing, Making, Thinking Games." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-001.

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"Introduction." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-002.

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"1. What is a Game? Systematic and Historical Approaches." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-003.

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"2. Games in the Modern Era. A Short Media History." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-004.

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"3. Procedural Turn (since the 1950s)." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-005.

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"4. Hyperepic Turn (since the 1970s)." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-006.

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"5. Hyperrealistic Turn (since the 1990s) At." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-007.

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"6. The Double Alterity of Digital Games." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-008.

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"7. A Look Ahead: Hyperimmersive Turn?" In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-009.

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"Introduction." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-010.

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Conference papers on the topic "Game"

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Wetzel, Richard. "Game Design Games: Designing Games for Teaching Game Design." In FDG '25: International Conference on the Foundations of Digital Games. ACM, 2025. https://doi.org/10.1145/3723498.3723713.

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Souza, Joana Gabriela R. de, Marcos Vinicius C. Pacheco, and Raquel Oliveira Prates. "Extensibility Analysis of Game Engines for Building Simplified Game Development Interfaces." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/sbgames_estendido.2024.241329.

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Creating video games requires a multidisciplinary team and specialized tools for graphics and interaction mechanisms. While games are valuable educational tools, game engines are often too complex for non-programmers. Simplified design tools democratize game development for educators. This study aims to support Brazilian elementary school teachers by analyzing game engines for customization possibilities and developing a prototype authoring tool to create digital educational games quickly.
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Ma, Yuzhe, Young Wu, and Xiaojin Zhu. "Game Redesign in No-regret Game Playing." In Thirty-First International Joint Conference on Artificial Intelligence {IJCAI-22}. International Joint Conferences on Artificial Intelligence Organization, 2022. http://dx.doi.org/10.24963/ijcai.2022/461.

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We study the game redesign problem in which an external designer has the ability to change the payoff function in each round, but incurs a design cost for deviating from the original game. The players apply no-regret learning algorithms to repeatedly play the changed games with limited feedback. The goals of the designer are to (i) incentivize players to take a specific target action profile frequently; (ii) incur small cumulative design cost. We present game redesign algorithms with the guarantee that the target action profile is played in T-o(T) rounds while incurring only o(T) cumulative de
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Farias, Flávio M. de, Eyre Montevecchi, José Raphael Bokehi, Rosimere F. Santana, and Débora Christina Muchaluat-Saade. "An Immersive Memory Game as a Cognitive Exercise for Elderly Users." In Life Improvement in Quality by Ubiquitous Experiences Workshop. Brazilian Computing Society, 2022. http://dx.doi.org/10.5753/lique.2022.19997.

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In the healthcare field, games and gamification have been applied as tools to support traditional treatments for dementia, anxiety, and depression. Immersive environments using Virtual Reality (VR) can help elderly users be more focused on the tasks to be done, enhancing their memory skills. This paper proposes a new cognitive exercise called Memo-VR, which combines VR technology with interaction techniques, such as scanning and virtualizing the user’s hands, to play a memory game. Memo-VR was evaluated with a group of elderly users who gave positive feedback about the game.
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Natucci, Gabriel C., and Marcos A. F. Borges. "Balancing Pedagogy, Emotions and Game Design in Serious Game Development." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19749.

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Serious games and game-based learning approaches have been shown to provide effective learning outcomes in various contexts. However, the design of games with educational purposes is not an easy feat, since many aspects must be considered during development: pedagogical theories, learning mechanics, game elements, player experience, and affective, cognitive and behavioral outcomes. The balance of these aspects is one of the greatest challenges both game designers and educators must face in the next few years, especially considering the impact of previously neglected areas, such as the importan
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Vatansever, Özlem. "The Transformation of Computer Games to Ideological Devices: a Review Through the Mobile Legends Game." In COMMUNICATION AND TECHNOLOGY CONGRESS. ISTANBUL AYDIN UNIVERSITY, 2021. http://dx.doi.org/10.17932/ctcspc.21/ctc21.032.

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Today, mass media constitute the widespread sharing, transmission and transmission channels of societies, and games played on the computer, which is a mass communication tool, are also accepted as an important media tool. These games are an activity tool where individuals of all ages, especially the young generation, evaluate their spare time, relieve stress and participate to have fun. Since computer games have become widespread, they have gained popularity day by day as they have the opportunity to convey personal ideas and ideologies of individuals. In this context, the national feelings of
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dos Santos, Rodrigo Pereira, Bruno Xavier, and Davi Viana. "Supporting Game Software Engineering from Business Modeling Towards Building Digital Game Studios." In Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/sbgames.2024.241002.

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The growth of the network of actors and solutions in the market has created a scenario in which fast, frequent technological changes as well as high quality level of the products are of utmost importance, affecting game software engineering. In the scenario, digital games stand out for the remarkable presence of leading software distribution platforms while the emergence of platforms dedicated to digital games and the growing network of actors and solutions for specific domains is also a reality. Several difficulties regarding actors’ entrance and survival can be pointed out. As such, specific
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Yu, Fang, Toshiya Kaihara, and Nobutada Fujii. "Hierarchical-Game Based Negotiation for Supply Chain Network." In ASME/ISCIE 2012 International Symposium on Flexible Automation. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/isfa2012-7160.

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This paper focuses on the single-attribute negotiation between multi-MA (Manufacture Agent) and multi-MSA (Material Supplier Agent). A hierarchical-game based negotiation protocol is proposed. It is a three-layer game. Nash game is used to find the optimal trade partnership to maximize the whole profits of the SCN (Supplier Chain Network) in the first layer. The second layer games are aimed to find all possible coalitions if the order is out of the ability of MSA and determine the final coalitions of each MSA for each MA using cooperative games. The third layer games are used to determine the
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Jukić, Dinko. "Video Game Industry: A Marketing Perspective." In 29th International Scientific Conference Strategic Management and Decision Support Systems in Strategic Management. University of Novi Sad, Faculty of Economics in Subotica, 2024. http://dx.doi.org/10.46541/978-86-7233-428-9_391.

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Purpose: The study discusses the importance of branding and the video game industry. Emphasis is placed on brand analysis. The phenomenon of the happiness industry and the video game industry are discussed. Methodology/approach: The research is based on relevant theories of brand management. The study starts from the construct of brand identity according to Kapferer and brand image according to Keller. The context of happiness and the entertainment industry is analysed according to Davies. Results: The paper researches and analyses distinct brands in video games. Video game branding is analyse
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Cirnu, Carmen elena, and Nazime Tuncay. "METAPHORS IN DIGITAL GAME CULTURE." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-119.

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METAPHORS IN DIGITAL GAME CULTURE Nazime Tuncay, PhD. Ministry of Education, Youth and Sports, North Cyprus, drnazimetuncay@gmail.com, Carmen Elena Cirnu, PhD National Institute for Research &amp; Development in Informatics Bucharest, Romania carmen.cirnu@ici.ro Abstract A nation's culture is in the soul of its digital games. In this century, nearly all of the teenagers use digital devices. Digital games play an innovative method in sharing global cultural awareness among the teenagers. What are the differences in students' choices of digital games? Is there a relation between students' digita
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Reports on the topic "Game"

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Platzer, Andre. Differential Game Logic for Hybrid Games. Defense Technical Information Center, 2012. http://dx.doi.org/10.21236/ada561153.

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Gray, Christopher, Leif Bergey, and Walter A. Berbrick. Fleet Arctic Operations Game: Game Report. Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada591588.

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Dimitriou, Panagiotis. CARTEL: a board game for teaching game theory. The Economics Network, 2018. http://dx.doi.org/10.53593/n3132a.

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Aleksandrov, Pavlo. NEWS GAMES IN THE UKRAINIAN MEDIA SPACE DURING THE FULL-SCALE RUSSIAN INVASION. Ivan Franko National University of Lviv, 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12140.

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The phenomenon of news games on the topic of the Russian-Ukrainian war of 2022-2023 has been explored in the article. During the research, a number of gaming projects from this period were analyzed, their genre and thematic specificity were determined, examples of gaming products were provided, and our own concept of a news game on the topical subject of wartime was presented. In 2022-2023, many game projects on the theme of the war in Ukraine appeared, which can be fully or partially classified as news games, conditionally dividing them into “civilian” ones, where the game character is a volu
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Keogh, Brendan, Dan Golding, and Taylor Hardwick. Australian Music and Games 2023 Benchmark. Queensland University of Technology and Swinburne University of Technology, 2023. http://dx.doi.org/10.5204/rep.eprints.243139.

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Digital games are a global cultural force, of which music is a foundational aspect. Music is crucial for digital games to develop atmosphere, convey narratives, and frame player interactions. At the same time, digital games provide musicians exciting new opportunities to experiment with dynamic, adaptive, and non-linear music structures. However, writing, producing, licensing, and implementing music for digital games also poses new challenges to existing screen music practices and business models. This benchmark is the first ever investigation into the scope and scale of Australia’s game music
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Widmann, Dr Tabea. Response II: How Can We Understand the Possibility of Interactivity in Game Contexts? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/rqpn1287.

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Interactivity in games can make us aware of, and bring to the forefront, our post-agency in cultures of remembrance. This activation, however, occurs most strongly in the moments beyond the immediate game setting. Ultimately, where game cultures and memory cultures meet dialogically in a shared space
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Richardson-Walden, Prof Victoria Grace. Dialogues I - Provocation: Can the Holocaust Be Made Playable? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/lukt3084.

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For some time, games seemed to remain the last taboo of Holocaust representation, yet recent years have seen an increasing foray into the computer game format. However, our provocation asks, have game designers and heritage organisations yet fully explored the potential of this medium for Holocaust memory?
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Fernández, Iván Escobar. COMTOG Report: ‘My Memory of Us’ — Boosting Historical Memory Through Implicit Visual Metaphors. European Center for Populism Studies (ECPS), 2023. http://dx.doi.org/10.55271/rp0037.

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My Memory of Us is a narrative-driven puzzle-adventure video game developed by Juggler Games. The game is set in a fictional version of Poland during World War II and tells the story of a young boy and girl who must navigate through a city that has been divided into two parts: one for Jews and one for non-Jews. The game features hand-drawn art, puzzle-solving, and stealth elements, as well as a unique memory-manipulation mechanic that allows players to change the past to solve puzzles and progress through the story. The game received positive reviews for its story and art. Overall, My Memory o
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Margolius, Barbara. Derivative Matching Game. The MAA Mathematical Sciences Digital Library, 2008. http://dx.doi.org/10.4169/loci002651.

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Armenta, Mikaela, Laura Epifanovskaya, Joshua Letchford, et al. SIGNAL Game Manual. Office of Scientific and Technical Information (OSTI), 2020. http://dx.doi.org/10.2172/1643226.

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