Journal articles on the topic 'Game content'
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Atmaja, Pratama Wirya, Faisal Muttaqin, and Sugiarto Sugiarto. "Facilitating educational contents of different subjects with context-agnostic educational game: A pilot case study." Register: Jurnal Ilmiah Teknologi Sistem Informasi 6, no. 1 (2020): 53. http://dx.doi.org/10.26594/register.v6i1.1726.
Full textItalo, Felipe Capasso-Ballesteros, and De la Rosa-Rosero Fernando. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería, Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. https://doi.org/10.17533/udea.redin.20200369.
Full textHafis, Muhammad, Herman Tolle, and Ahmad Afif Supianto. "A literature review of Empirical Evidence on Procedural Content Generation in Game-Related Implementation." Journal of Information Technology and Computer Science 4, no. 3 (2019): 308. http://dx.doi.org/10.25126/jitecs.201943134.
Full textLe, Huy Cuong, and Thi Huong Giang Nguyen. "Designing Digital Educational Games by Integrating Teaching Process into the Technology Platform of Entertainment Games." International Journal of Current Science Research and Review 07, no. 03 (2024): 1479–88. https://doi.org/10.5281/zenodo.10799084.
Full textBallon, Bruce, and Ivan Silver. "Context is key: an interactive experiential and content frame game." Medical Teacher 26, no. 6 (2004): 525–28. http://dx.doi.org/10.1080/01421590412331282282.
Full textHabibillah, Putri Lira, and Rakhmat Wahyudin Sagala. "Unpacking Taboo Words in Game Chats: A Content Analysis of MLBB Games." Tamaddun 21, no. 2 (2022): 139–51. http://dx.doi.org/10.33096/tamaddun.v21i2.162.
Full textKim, Taehwan. "Development Plan of Metaverse through Game Industry: Focusing on the Comparison between Games and Game-Based Metaverses." Korean Society of Culture and Convergence 45, no. 7 (2023): 117–31. http://dx.doi.org/10.33645/cnc.2023.07.45.07.117.
Full textMoskalets, Viktor. "Psychology of the game and game content of other activities." Psihologìâ ì suspìlʹstvo 2, no. 80 (2020): 71–88. http://dx.doi.org/10.35774/pis2020.02.071.
Full textUdjaja, Yogi, and Dimas Ramdhan. "Experiential game learning design framework: mechanical content of serious game." Procedia Computer Science 216 (2023): 415–23. http://dx.doi.org/10.1016/j.procs.2022.12.153.
Full textLin, Heng-Sheng, Chih-Yun Chiang, Cheng-Wei Huang, Chao-Cian Wu, and Shuo-Jun Hong. "From Gamer to Game Designer." International Journal of Game-Based Learning 15, no. 1 (2025): 1–38. https://doi.org/10.4018/ijgbl.371418.
Full textChen, Yan, and Dandan Wu. "The Manifestation of Gamification in App Content Design." Highlights in Art and Design 2, no. 1 (2023): 58–60. http://dx.doi.org/10.54097/hiaad.v2i1.5415.
Full textHooshyar, Danial, Moslem Yousefi, and Heuiseok Lim. "A Procedural Content Generation-Based Framework for Educational Games: Toward a Tailored Data-Driven Game for Developing Early English Reading Skills." Journal of Educational Computing Research 56, no. 2 (2017): 293–310. http://dx.doi.org/10.1177/0735633117706909.
Full textBösche, Wolfgang. "Violent Content Enhances Video Game Performance." Journal of Media Psychology 21, no. 4 (2009): 145–50. http://dx.doi.org/10.1027/1864-1105.21.4.145.
Full textAdams, Anthony J. "Supplementary Digital Content: A Game Changer." Optometry and Vision Science 87, no. 2 (2010): 79. http://dx.doi.org/10.1097/opx.0b013e3181d1ab86.
Full textKang, Jihye, Ahyoung Jang, and Inhee Song. "A Study on Game Mechanics and Dynamics of Survival Game Content." Journal of Korea Game Society 18, no. 4 (2018): 5–14. http://dx.doi.org/10.7583/jkgs.2018.18.4.5.
Full textZhang, Yun. "Research on the Display of Female Elements by Chinese Online Game Female Players on the Social Media Platform Xiaohongshu." BCP Social Sciences & Humanities 21 (February 15, 2023): 644–52. http://dx.doi.org/10.54691/bcpssh.v21i.3653.
Full textShahryan, Abdulrahman Alserri, Azan Mat Zin Nor, and Siti Meriam Tengku Wook Tengku. "Gender-based Game Engagement Model Validation using Low Fidelity Prototype." International Journal of Engineering and Advanced Technology (IJEAT) 9, no. 4 (2020): 1982–88. https://doi.org/10.35940/ijeat.D9042.049420.
Full textMohd Redzuan, Nur Atiqah, and Tien Tien Lee. "Development and Perception of Trainee Teachers on Salt-UNO Card Game for Salt Topic." Journal of Science and Mathematics Letters 11, Special (2023): 144–57. http://dx.doi.org/10.37134/jsml.vol11.sp.16.2023.
Full textLyu, HoHyun. "Construction of Trans-National Storyworld by Genshin Impact." Academic Association of Global Cultural Contents 52 (August 31, 2022): 269–88. http://dx.doi.org/10.32611/jgcc.2022.8.52.269.
Full textViana, Breno M. F., and Selan R. Dos Santos. "Procedural Dungeon Generation: A Survey." Journal on Interactive Systems 12, no. 1 (2021): 83–101. http://dx.doi.org/10.5753/jis.2021.999.
Full textSarbini, Riska Nurtantyo, Indah Yuni Astuti, and Tri Handayani. "Riska Nurtantyo Sarbini Integrasi Permodelan Game Content Model Pada Game Based Learning." Generation Journal 2, no. 2 (2018): 62. http://dx.doi.org/10.29407/gj.v2i2.12254.
Full textNewman, Michele, Drew Favors, Lane Koughan, and Jin Ha Lee. "Participatory Media and Game Preservation: A Taxonomy of YouTube Game‐Related Content." Proceedings of the Association for Information Science and Technology 61, no. 1 (2024): 277–89. http://dx.doi.org/10.1002/pra2.1027.
Full textShaker, Noor, Georgios N. Yannakakis, Julian Togelius, Miguel Nicolau, and Michael O'Neill. "Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 1 (2021): 75–80. http://dx.doi.org/10.1609/aiide.v8i1.12501.
Full textYu, Kristen. "Personalized Procedural Content Generation for Increased Player Agency." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, no. 1 (2020): 343–45. http://dx.doi.org/10.1609/aiide.v16i1.7456.
Full textКатаев, А. В., О. А. Шабалина, and А. В. Хайров. "METHOD OF DYNAMIC CONTENT AGREEMENT OF LEARNING AND GAME SCENARIOS IN ADAPTIVE LEARNING GAMES." МОДЕЛИРОВАНИЕ, ОПТИМИЗАЦИЯ И ИНФОРМАЦИОННЫЕ ТЕХНОЛОГИИ 8, no. 1(28) (2020): 7–8. http://dx.doi.org/10.26102/2310-6018/2020.28.1.007.
Full textNovayani, Wenda. "Game Genre for History Education Game based on Pedagogy and Learning Content." Jurnal Komputer Terapan November 2019, Vol 5 No 2 (2019) (November 30, 2019): 54–63. http://dx.doi.org/10.35143/jkt.v5i2.3360.
Full textSifa, Rafet, Raheel Yawar, Rajkumar Ramamurthy, and Christian Bauckhage. "Matrix and Tensor Factorization Based Game Content Recommender Systems: A Bottom-Up Architecture and a Comparative Online Evaluation." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 14, no. 1 (2018): 102–8. http://dx.doi.org/10.1609/aiide.v14i1.13028.
Full textBrown, Nicole. "Chinese online game content anomie and its Influence on teenagers." Young Thinker's Review 2024, no. 3 (2024): 1–7. http://dx.doi.org/10.62852/ytr/2024/66.
Full textNachimovsky, Haya, and Moshe Tennenholtz. "On the Power of Strategic Corpus Enrichment in Content Creation Games." Proceedings of the AAAI Conference on Artificial Intelligence 39, no. 13 (2025): 14019–26. https://doi.org/10.1609/aaai.v39i13.33534.
Full textSoyluçiçek, Seza. "The association of typography with form and content in digital games." New Trends and Issues Proceedings on Humanities and Social Sciences 2, no. 1 (2016): 216–23. http://dx.doi.org/10.18844/prosoc.v2i1.302.
Full textHastings, Erin, Ratan Guha, and Kenneth Stanley. "Demonstrating Automatic Content Generation in the Galactic Arms Race Video Game." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 5, no. 1 (2009): 189–90. http://dx.doi.org/10.1609/aiide.v5i1.12345.
Full textMaciuszek, Dennis, Sebastian Ladhoff, and Alke Martens. "Content Design Patterns for Game-Based Learning." International Journal of Game-Based Learning 1, no. 3 (2011): 65–82. http://dx.doi.org/10.4018/ijgbl.2011070105.
Full textAita, Mari, Shoko Hirakawa, Nobuko Ihori, and Akira Sakamoto. "Content Analysis of Educational Video Game Software." Journal of Digital Games Research 3, no. 1 (2009): 13–25. http://dx.doi.org/10.9762/digraj.3.1_13.
Full textTaksu Wijaya, I. Gusti Ngurah, Seng Hansun, and Marcel Bonar Kristanda. "DISDAIN: An Auto Content Generation VR Game." Indian Journal of Science and Technology 12, no. 7 (2019): 1–7. http://dx.doi.org/10.17485/ijst/2019/v12i7/141370.
Full textBelova, Nadja, and Christian Zowada. "Innovating Higher Education via Game-Based Learning on Misconceptions." Education Sciences 10, no. 9 (2020): 221. http://dx.doi.org/10.3390/educsci10090221.
Full textKabadayi, Abdülkadir. "CHANGING GAME PREFERENCES OF CHILDREN: EFFECTS OF COMPUTER GAMES ON CHILDREN." Actual Problems in the System of Education: General Secondary Education Institution – Pre-University Training – Higher Education Institution, no. 4 (July 2, 2024): 8–16. http://dx.doi.org/10.18372/2786-5487.1.18716.
Full textPark, Sung Jun. "Game Users’ Fandom Culture and Contents Activism: Focusing on MMORPG Lost Ark." Academic Association of Global Cultural Contents 62 (February 28, 2025): 61–86. https://doi.org/10.32611/jgcc.2025.2.62.61.
Full textWibawanto, Muhammad Dzulfiqar Ramadhan, Angga Aditya Permana, and Adhi Kusnadi. "DESIGN AND BUILD VR HORROR GAMES WITH PROCEDURAL CONTENT GENERATION USING CELLULAR AUTOMATA ALGORITHM." IJISCS (International Journal of Information System and Computer Science) 7, no. 2 (2023): 168. http://dx.doi.org/10.56327/ijiscs.v7i2.1568.
Full textLytvynenko, Ye V., and Y. V. Tverdokhlib. "Problems of copyright protection for gaming content." Analytical and Comparative Jurisprudence, no. 5 (October 12, 2024): 188–92. http://dx.doi.org/10.24144/2788-6018.2024.05.29.
Full textSahibgareeva, Gulnara Faridovna, and Vlada Vladimirovna Kugurakova. "Game Balance Practices." Program Systems: Theory and Applications 13, no. 3 (2022): 255–73. http://dx.doi.org/10.25209/2079-3316-2022-13-3-255-273.
Full textSmith, Gillian. "The Future of Procedural Content Generation in Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 3 (2021): 53–57. http://dx.doi.org/10.1609/aiide.v10i3.12748.
Full textLiapis, Antonios, Georgios Yannakakis, and Julian Togelius. "Optimizing Visual Properties of Game Content Through Neuroevolution." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 1 (2011): 152–57. http://dx.doi.org/10.1609/aiide.v7i1.12444.
Full textLiapis, Antonios, Georgios Yannakakis, and Julian Togelius. "Designer Modeling for Personalized Game Content Creation Tools." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, no. 2 (2021): 11–16. http://dx.doi.org/10.1609/aiide.v9i2.12587.
Full textCook, Michael, and Simon Colton. "A Rogue Dream: Automatically Generating Meaningful Content For Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 3 (2021): 2–7. http://dx.doi.org/10.1609/aiide.v10i3.12745.
Full textAnanda Fathur Rahman and Wening Sahayu. "THE ANALYSIS OF YOUTUBE GAMING CONTENT IMPACT ON CHILDRENS’ DEVELOPMENT." Lentera Pendidikan : Jurnal Ilmu Tarbiyah dan Keguruan 26, no. 2 (2023): 436–47. http://dx.doi.org/10.24252/lp.2023v26n2i15.
Full textHofman-Kohlmeyer, Magdalena. "CREATING AND MODIFYING THE GAME CONTENT BY PLAYERS AS AN ACT OF PROSUMERISM." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 21, no. 1 (2020): 145–62. http://dx.doi.org/10.5604/01.3001.0014.1243.
Full textRasna, Darius Andana Haris, and Carlene Lim. "PERANCANGAN DESAIN ASET GAME UNTUK PROMOSI KARAKTER VTUBER ALENKA INVENTRA." Jurnal Serina Abdimas 1, no. 1 (2023): 225–33. http://dx.doi.org/10.24912/jsa.v1i1.23858.
Full textJeong, Eui-Jun, Min-Chul Kim, and Seoung-Ho Ryu. "Effects of Online Game Service Satisfaction and Content Satisfaction on Users' Game Loyalty." Journal of Korea Game Society 12, no. 4 (2012): 33–44. http://dx.doi.org/10.7583/jkgs.2012.12.4.33.
Full textJung, Won-Joe, and Taewoo Han. "Analysis of Purposive User Desire Created by Game Playing Within Online Game Content." Advanced Science Letters 22, no. 11 (2016): 3533–36. http://dx.doi.org/10.1166/asl.2016.7905.
Full textRamadhan, Desando Anugrah, and Aries Dwi Indriyanti. "Procedural Content Generation pada Game World Exploration Sandbox Menggunakan Alogoritma Perlin Noise." Journal of Informatics and Computer Science (JINACS) 4, no. 01 (2022): 86–91. http://dx.doi.org/10.26740/jinacs.v4n01.p86-91.
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