Academic literature on the topic 'Game platforms'

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Journal articles on the topic "Game platforms"

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Galehantomo P.S, Geraldus. "Platform Comparison Between Games Console, Mobile Games And PC Games." SISFORMA 2, no. 1 (November 20, 2015): 23. http://dx.doi.org/10.24167/sisforma.v2i1.407.

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In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacksAll platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those games will determine the quality of the platforms, so that the game developers of each platform developtheir games maximally to compete.
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Kim, JaeWon, JeongA Wi, SooJin Jang, and YoungBin Kim. "Sequential Recommendations on Board-Game Platforms." Symmetry 12, no. 2 (February 2, 2020): 210. http://dx.doi.org/10.3390/sym12020210.

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The game market is an increasingly large industry. The board-game market, which is the most traditional in the game market, continues to show a steady growth. It is very important for both publishers and players to predict the propensity of users in this huge market and to recommend new games. Despite its importance, no study has been performed on board-game recommendation systems. In this study, we propose a method to build a deep-learning-based recommendation system using large-scale user data of an online community related to board games. Our study showed that new games can be effectively recommended for board-game users based on user big data accumulated for a long time. This is the first study to propose a personalized recommendation system for users in the board-game market and to introduce a provision of new large datasets for board-game users. The proposed dataset shares symmetric characteristics with other datasets and has shown its ability to be applied to various recommendation systems through experiments. Therefore, the dataset and recommendation system proposed in this study are expected to be applied for various studies in the field.
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Nurmagandi, Boby. "Penggunaan Platform Game Education dalam Pendidikan Keperawatan: Kajian Literatur." ARTERI : Jurnal Ilmu Kesehatan 1, no. 1 (November 13, 2019): 8–13. http://dx.doi.org/10.37148/arteri.v1i1.3.

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Development of information and communication technology that increases complexity in the education system where the learning process develops to be electronic-based, the use of electronic-based learning systems in nursing education provides an interesting development for students. one of them is the use of educational game platforms. The use of educational game platforms can provide convenience in learning the learning system. The method of reading this article is the Study of Literature Review through searching articles on 2 data-based, namely: Science Direct and Scopus. The inclusion criteria for this literature study are full text free, waiting for English, and published 2013-2018. The keywords used in the search article are Games, Educational Games, Platform Educational Games, Nursing Educational Games. search results found 294 articles starting with reading the title and abstract sections to find 10 articles that are relevant for use for literature review. The results of the conclusions study concluded that the use of educational game platforms in the learning process can increase learning interest, student satisfaction levels, increase self-efficacy, the level of punishment and the ability to make decisions. The use of educational games can also increase student learning prose, create active learning arrangements, easy to understand learning material, and improve students' clinical teaching skills. Educational games related to educational game platforms, collaboration between education and related parties Industrial games to educate game platforms according to the needs in the learning process.
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Haviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (October 2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.

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Many platform strategies focus on indirect network effects between sellers through platform expansion. In this paper, we show sellers on the console video game platform generate a positive intertemporal spillover effect and expand the demand for other sellers, holding the set of platform adopters fixed. We propose a novel identification strategy that leverages exogenous variation in the release timing of games exclusively available on a console platform, and examine how this variation affects the sales of games available on both platforms. We find a sizable intertemporal demand spillover effect between games: A 1% increase in total copies sold on a platform leads to a 0.153% increase in the sales of other games in the next month (i.e., an elasticity of 0.153). Additional analysis suggests this demand spillover effect is reminiscent of habit formation on the consumer side, in that past purchases keep end users active on the platform. Our finding provides a potential explanation for recent platform sales events and subscription services that provide free games to consumers every month. This paper was accepted by Eric Anderson, marketing.
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Tokzhigitova, A., and M. Tokzhigitova. "Analysis of gamified software tools and platforms." Bulletin of the Karaganda University. Pedagogy series 102, no. 2 (June 29, 2021): 98–104. http://dx.doi.org/10.31489/2021ped2/98-104.

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The article provides an analysis of gamified software tools, taking into account the need to clarify the concept of “gamification” in the educational process and the features and principles of this concept. All types of software tools with the ability to gamify learning are divided into groups: game platforms, educational quests, training management services, and game development sites. Within each group the most common platforms in the foreign and domestic educational environment are considered. In the modern educational environment there is an increased interest in the use of digital games to improve the quality of learning, which determines the relevance of the proposed research on the analysis of software tools with the possibility of gamifying the educational process within the requirements of the state, society and education. The use of digital tools during the coronovirus pandemic has become a daily necessity in the lives of students. Gamified software tools facilitate the achievement of educational goals, thanks to the clarity of gamification reflect the capabilities, type of thinking, logical abilities of an individual student. The article analyzes several game platforms and educational quests, on the basis of which the method of gamification of the learning process will be further improved. The research methodology requires the study of information sources of psychological, pedagogical, methodological and technical orientation, the analysis of digital educational games of foreign and domestic authors recognized by the scientific community.
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Zanescu, Andrei, Marc Lajeunesse, and Martin French. "Speculating on Steam: Consumption in the gamblified platform ecosystem." Journal of Consumer Culture 21, no. 1 (February 2021): 34–51. http://dx.doi.org/10.1177/1469540521993928.

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The rise of platforms as the premier model of videogame distribution has led to a number of changes in the business models of producers and distributors. Consumers are constantly hailed by games platforms through freemium business models that offer cosmetic items contained in loot boxes or recurring subscriptions. Thus far, game studies and consumer studies have been unable to account for the totality of how these new and dynamic platforms circumvent legal barriers and attract potential consumers. This paper argues that a hybrid research model combining platform studies, socio-cultural critique of gamblification, and political economy is required in order to theorize and explicate how these platforms operate. The platformized and gamblified model for game distribution seeks to regulate and configure networks of association between consumers and producers with the ultimate aim of eliciting participation on platforms.
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Willson, Michele. "Social Games as Partial Platforms for Identity Co-Creation." Media International Australia 154, no. 1 (February 2015): 15–24. http://dx.doi.org/10.1177/1329878x1515400104.

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While social games such as Zynga's FarmVille are often positioned as poor gaming experiences or as disguised financial and data-extraction processes (Bogost, 2010; Rossi, 2009), this article considers social games as part of a wider regime of social interaction and creative identity work. By definition, social games are located within extensive online social networks. Gameplay is thus situated within a number of overlapping contexts: the game, the broader social network and the material conditions of access, including different devices (mobile or desktop) and different locations. Moreover, given widely discussed differences between social game players and console- and PC-based game players (Wohn, 2011: 199), and game-play mechanics, these broader contexts further a reading of social gameplay as part of the diverse millieux of everyday life. The article argues that social games are spaces of creative expression, social dynamics and identity co-creation that cannot be understood without considering their broader contexts.
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Wang, Zhi, Victor Chang, and Gergely Horvath. "Explaining and Predicting Helpfulness and Funniness of Online Reviews on the Steam Platform." Journal of Global Information Management 29, no. 6 (November 2021): 1–23. http://dx.doi.org/10.4018/jgim.20211101.oa16.

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Online review is a crucial display content of many online shopping platforms and an essential source of product information for consumers. Low-quality reviews often cause inconvenience to the platform and review readers. This article aims to help Steam, one of the largest digital distribution platforms, predict the review helpfulness and funniness. Via Python, 480,000 game reviews related data for 20 games were captured for analysis. This article analyzed the impact of three categories of influencing factors on the usefulness and funniness of game reviews, which are characteristics of review, reviewer and game. Additionally, by using the Random Forest-based classifier, the usefulness of reviews could be accurately predicted, while for funniness, Gradient Boosting Decision Tree was the better choice. This article applied research on the usefulness of reviews to game products and proposed research on the funniness of reviews.
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Thorhauge, Anne Mette, and Rune K. L. Nielsen. "Epic, Steam, and the role of skin-betting in game (platform) economies." Journal of Consumer Culture 21, no. 1 (February 2021): 52–67. http://dx.doi.org/10.1177/1469540521993929.

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In this article, we discuss how and why virtual items known as “skins” travel beyond games and into wider online ecosystems where they become tokens in gambling games. We argue that betting with skins purchased on the Steam platform contributes to the wider platform economy. We do this on the basis of a comparative analysis of Counter-Strike: Global Offensive and Fortnite: Battle Royale as well as the two platforms on which these games exist. First, we discuss the notion of platform economies in relation to the two cases in question and how this positions the consumer as “prosumer” and “micro-entrepreneur.” Second, we introduce our analytical framework related to game economies and skins as commodities and currencies. On the basis of this, we compare the ways skins are acquired in the two games and the degree to which they extend exist beyond the game. We argue that Epic retains a “skin-monopoly,” within the game, whereas Steam features a free “skin market” that transgresses the platform and turns the “prosumer” into a “micro-entrepreneur” and the “modder” into a “speculator.”
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Samborskii, Ivan, Aleksandr Farseev, Andrey Filchenkov, and Tat-Seng Chua. "A Whole New Ball Game: Harvesting Game Data for Player Profiling." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 10025–26. http://dx.doi.org/10.1609/aaai.v33i01.330110025.

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Nowadays, video games play a very important role in human life and no longer purely associated with escapism or entertainment. In fact, gaming has become an essential part of our daily routines, which give rise to the exponential growth of various online game platforms. By participating in such platforms, individuals generate a multitude of game data points, which, for example, can be further used for automatic user profiling and recommendation applications. However, the literature on automatic learning from the game data is relatively sparse, which had inspired us to tackle the problem of player profiling in this first preliminary study. Specifically, in this work, we approach the task of player gender prediction based on various types of game data. Our initial experimental results inspire further research on user profiling in the game domain.
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Dissertations / Theses on the topic "Game platforms"

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LEITE, LEONARDO CARDARELLI. "MULTI-PLATFORM ELECTRONIC GAMES: UNDERSTANDING THE GAME PLATFORMS AND THEIR GAMES THROUGH A DESIGN ANALYSIS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2006. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=8600@1.

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CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
Game Design é o processo de criação de um jogo, que engloba a definição de seu funcionamento, a descrição dos elementos que o compõe, bem como a transmissão destas informações à equipe que irá desenvolve- lo. O presente trabalho aborda o estudo do Game Design de jogos eletrônicos multi-plataforma, analisando criticamente como esta classe de jogos está sendo projetada. Por ser uma mídia em estágio de amadurecimento, a formação acadêmica necessária aos profissionais que atuam na área de jogos eletrônicos ainda não está claramente definida, e sua linguagem e potencialidades estão longe de serem enxergadas em sua totalidade. O exorbitante retorno financeiro da indústria a tornou conservadora e esta tendência está ofuscando a criação de um conteúdo significativo e exploratório. Com o objetivo de identificar e justificar as decisões de Game Design recorrentes em jogos eletrônicos multi-plataforma, questiona-se quais são as características presentes nestes jogos que influenciam a maneira em que são percebidos e jogados quando em diferentes plataformas e situações de uso, e quais as qualidades destas situações que devem ser relevadas durante o processo de sua criação e desenvolvimento. A pesquisa analisa o Game Design de quatro títulos, comparando suas diferentes versões de acordo com seus usos em contextos público, privado e móvel, adotando uma abordagem que compreende as percepções de um jogador e também as de um designer.
Game Design is the process of creating a game, which includes defining its functionality, describing its composing elements, as well as transmiting these informations to the development team. The current work approaches the study of the Game Design present on multi-platform electronic games, analysing how they´re being designed. Being a maturing medium, the academic profile needed for its professionals still isn´t clearly defined, and its language and potencials haven´t been fully explored. The industry´s exorbitant financial return has made it conservative, blinding the creation of meaningful content. With the objective of identifying and justifying the Game Design decisions recurrent on multi-platform electronic games, it is questioned what characteristics affect the way theses games are percepted and played when in different platforms and situations, and which qualities of these situations must be considered during the creative and development processes. The study analyses the Game Design of four titles, comparing their different versions according to their uses on public, private and mobile contexts, through a point-of-view that corresponds to both player and designer.
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Nejepínský, Adam. "Monetizace vysokorozpočtových herních titulů." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162628.

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The master thesis deals with the monetization of big-budget video game titles. For this purpose the attention is paid to the three basic areas, namely business models, specific video game marketing and piracy. The theoretical part of the thesis analyzes and describes these aspects and looks for their strengths and weaknesses. It creates a possible ways to monetize the big-budget video game titles as well as the theoretical framework which is necessary for the research. In our research the attention is paid to the results of the questionnaire investigation, which is focused on gamers opinions about the aspects of monetization described in theoretical part. Thanks to the research and theoretical part of the thesis the optimal way of the monetization of the big-budget video game title was created
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Östh, Mattias. "Smartphone Application Development : Porting existing PC game for multiple platforms." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-213376.

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An already created PC game exists and the goal of this project is to find a solution to port the game to the most popular smartphone platforms using mostly one generic code. The game to be ported is a musical game where the player uses an acoustic guitar to interact with the game using with the help of real time audio analysis. This thesis goes through the development process to reach the objective by investigating proper tools and issues around the performance and human-computer interaction from the perspective of the smartphone. The result of the project is an application prepared for the platforms Android and Ios.
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Rören, Jonas. "Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22398.

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This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer connected to the Internet. The screen of the computer will serve as board and the phones will display cards and other private information to the players, as well as functioning as the players' means for interaction with the game. The game developed, Wind Bugs, takes advantage of the complexity of game states that a computer easily can handle. Effort has been put into finding mechanics with a level of complexity while still implementing them in way that makes them both playable and enjoyable. Rather than focusing on immersion, which has become common in the design of computer games, hopes are that games for this platform, including the game developed in this project, will give room to social dynamics among the players. Though operating with the use of mobile phones, the platform will not support "mobile gaming"; the proposed setting is a group of players surrounding a big screen.
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Higuchi, Marcelo Makoto. "Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/.

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Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers.
Sem resumo.
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Sasmaz, Yunus. "Extending the limits of Weatherlings: a ubiquitous, educational, multiplayer, web-based game for mobile and desktop platforms." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61514.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (p. 105).
UbiqGames is a project that aims to create ubiquitous, educational, multi-player games. Built under UbiqGames framework, Weatherlings is a web-based educational game, which allows players to collaborate in a networked virtual world, using a browser-enabled computer or handheld device. Weatherlings overcomes two of the most important limitations of educational games up to date: immobility and steep learning curves. It requires a small amount of initial time investment and can be played anywhere and anytime. Yet the first version of Weatherlings built in 2008-2009, lacked important features such as real-time integration which meant that the game could be further improved. This paper explains the extensions designed and implemented on top of this initial game in order to develop Weatherlings 2.0. This new version of the game designs, implements, and integrates real-time weather-forecasting games for US and Singapore with new modules helpful to the existing game; makes improvements on the existing features; builds tools to facilitate test results' analysis for teachers and others; and extends the previously defined framework for UbiqGames by adding important design decisions, features and guidelines from our experiences. This paper also discusses, analyzes and interprets the results of two test studies conducted in Singapore.
by Yunus Sasmaz.
M.Eng.
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Gustafsson, Viktor, and Gustav Höglund. "The cooperative future of game development : A phenomenon of collaboration between producers and consumers in the video game industry." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188581.

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Independent developers and large-scale development studios - commonly seen as the Davids and Goliaths of the video game industry - are moving closer together. Powerful software frameworks, traditionally reserved for professional developers and only available through expensive licenses, are becoming free to use for consumers. By sharing their tools instead of keeping them for themselves, companies can utilize the combined talent of whole communities and monetize on that talent through royalties and other indirect fees. This paper describes how the video game industry has developed in recent years to allow for this change in business strategy and examines how the industry can continue to evolve because of this. The result of a Delphi study based on interviews with game developers both inside and outside the industry point toward a future of increased intermingling and sharing of knowledge and resources, characterized by more producer-consumer collaborations and closer relationships between companies and their communities. By adopting free-to-use business models and sharing powerful, proprietary software with their consumers, companies are lowering the point of entry for aspiring developers and thereby dissolving the traditional narrative of “we and them” that has existed between independent developers and established studios in the past.
Oberoende utvecklare och storskaliga utvecklingsstudior - vanligtvis betraktade som tv-spelsindustrins David och Goliath - rör sig allt närmre varandra. Kraftfulla mjukvaruramverk som traditionellt sett varit reserverade för professionella utvecklare och som tidigare endast varit tillgängliga genom kostsamma licenser blir i allt större utsträckning gratis att använda för konsumenter. Genom att dela med sig av sina verktyg istället för att hålla dem för sig själva så kan företag nyttja den kombinerade talangen hos sociala nätverk knutna till sina produkter och generera intäkter genom royalties och andra indirekta avgifter. Denna uppsats beskriver hur tv-spelsindustrins utveckling på senare år har möjliggjort denna affärsstrategiska förändring och hur industrin kan fortsätta att utvecklas som en följd av detta. Resultatet av en Delfistudie baserad på intervjuer med spelutvecklare både inom och utanför industrin pekar mot en framtid av ökat samspel och delande av kunskap och resurser. Detta karaktäriseras av fler samarbeten mellan producenter och konsumenter samt närmre relationer mellan företag och deras konsumentnätverk. Genom att ta till sig affärsmodeller som bygger på gratis-att-använda-principer och att dela med sig av avancerad, äganderättsskyddad mjukvara med sina konsumenter, så sänker företag ingångströskeln för aspirerande spelutvecklare. Därigenom löser företagen upp den traditionella  “vi och dem”-relationen som tidigare existerat mellan oberoende utvecklare och etablerade studior.
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Ziegenbein, Tim. "Designing HTML5 2D platformer for web cam based motion games." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-122038.

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Movement interaction in games has over the last years been a main subject in the area of game design and recent motion based interaction systems provide many improvements over earlier systems. Research has proven that motion based games provide several benefits over general games, they increase the players’ engagement level and may induce both mental and physical health benefits. Still, not much research has been conducted in the area of motion based platform games, even though the platform game genre is one of the most popular game genres. In this thesis, a case study is conducted in order to extract design principles and guidelines applicable for motion based platform games. The study includes implementation of a browser-based 2D platform game that uses the web camera to provide motion based interaction. One of the conclusions in this study indicates that many game features from ordinary platform games only require minor modifications to be applicable for motion based platform games.
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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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Wahlman, Kim. "Serious Platform Games : A comparative study between a serious game and a conventional method." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13709.

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A big problem in the world today is vaccine hesitancy (VH), a tool to combat this could be to use serious games (SG) as a tool for education. There has been some research into this field, these studies have mainly used a single game or looked at a series of games, and they have required quite a lot of interaction. A trivia can allow the player to focus on thinking rather than performing various tasks; even if both can be equally educational. In this work a platform game was developed and used together with a questionnaire to test the knowledge of the common person in regard to vaccines and vaccine preventable diseases. 20 people participated in this study, 10 in a control group and 10 in the game group. The results in this study show that there was no significant statistical difference between a serious platform game and a compendium when it comes to learning.
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Books on the topic "Game platforms"

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Ke, Fengfeng, Valerie Shute, Kathleen M. Clark, and Gordon Erlebacher. Interdisciplinary Design of Game-based Learning Platforms. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-04339-1.

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

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Ian, Bogost, ed. Video computer system: The Atari 2600 platform. Cambridge, MA: The MIT Press, 2009.

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Inc, ebrary, ed. Monkey game development: Beginner's guide : create monetized 2D games deployable to almost any platform. Birmingham [England]: Packt Pub., 2012.

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Stemkoski, Lee. Platform-Style Video Games with Construct. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4446-3.

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

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Thiruvathukal, George K. (George Kuriakose), ed. Codename revolution: The Nintendo Wii platform. Cambridge, Mass: MIT Press, 2012.

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Blackman, Sue. Beginning 3D game development with Unity: The world's most widely used multi-platform game engine. New York, NY: Apress, 2011.

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Beginning 3D game development with Unity: The world's most widely used multi-platform game engine. New York, NY: Apress, 2011.

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Teen games rule!: A librarian's guide to platforms and programs. Santa Barbara, California: Libraries Unlimited, an imprint of ABC-CLIO, LLC, 2014.

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Book chapters on the topic "Game platforms"

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Hardman, Casey. "Moving Platforms." In Game Programming with Unity and C#, 519–32. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-5656-5_38.

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McMillan, Michael, and Newton Lee. "Game Venues and Platforms." In Encyclopedia of Computer Graphics and Games, 1–2. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-319-08234-9_356-1.

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Ciesla, Robert. "Deploying for Popular Platforms." In Game Development with Ren'Py, 187–215. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4920-8_6.

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Dawes, Adam. "Running on Other Platforms." In Windows Phone 7 Game Development, 517–37. Berkeley, CA: Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-3307-7_16.

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Sutherland, Bruce. "Supporting Multiple Platforms in C++." In C++ Game Development Primer, 59–68. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4842-0814-4_5.

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Sutherland, Bruce. "Supporting Multiple Platforms in C++." In Learn C++ for Game Development, 277–84. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6458-3_26.

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Ke, Fengfeng, Valerie Shute, Kathleen M. Clark, and Gordon Erlebacher. "Interweaving Task Design and In-Game Measurement." In Interdisciplinary Design of Game-based Learning Platforms, 99–118. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-04339-1_5.

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Ke, Fengfeng, Valerie Shute, Kathleen M. Clark, and Gordon Erlebacher. "Designing Dynamic Support for Game-Based Learning." In Interdisciplinary Design of Game-based Learning Platforms, 119–40. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-04339-1_6.

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Ke, Fengfeng, Valerie Shute, Kathleen M. Clark, and Gordon Erlebacher. "Chronicle of Designing a Game-Based Learning Platform." In Interdisciplinary Design of Game-based Learning Platforms, 15–50. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-04339-1_2.

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Ke, Fengfeng, Valerie Shute, Kathleen M. Clark, and Gordon Erlebacher. "Introduction and Prior Research Review." In Interdisciplinary Design of Game-based Learning Platforms, 1–13. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-04339-1_1.

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Conference papers on the topic "Game platforms"

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"ADAPTIVE GAME MECHANICS FOR LEARNING PURPOSES - Making Serious Games Playable and Fun." In Special Session on Gaming Platforms for Education and Reeducation Processes. SciTePress - Science and and Technology Publications, 2010. http://dx.doi.org/10.5220/0002855604650470.

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Aziz, El-Sayed, Yizhe Chang, Serdar Tumkor, Sven K. Esche, and Constantin Chassapis. "Adapting Computer Game Technology to Support Engineering Laboratories." In ASME 2010 International Mechanical Engineering Congress and Exposition. ASMEDC, 2010. http://dx.doi.org/10.1115/imece2010-39591.

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Today’s youth has become accustomed to and skilled in computer gaming. The potential use of multi-player computer games as an educational tool has drawn significant attention. Computer games exhibit several features that could provide the students with an effective learning experience. This paper introduces different methodologies for adopting computer game technologies such as the “Source” game engine (used in “Half-Life 2”) and “Second Life” to develop game-based interactive student laboratory environments. A number of predefined scenarios can be scripted which exercise the students’ problem solving skills by mimicking typical problems that might occur when carrying out actual hands-on experiments in a traditional student laboratory. The suitability of several gaming platforms for implementing such laboratory environments is discussed. The article concludes with some observations on the most relevant aspects of game platforms that can help to create engaging and effective digital learning environments to support engineering laboratories.
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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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Ding, Ningning, Zhixuan Fang, and Jianwei Huang. "Information Disclosure Game on Sharing Platforms." In GLOBECOM 2020 - 2020 IEEE Global Communications Conference. IEEE, 2020. http://dx.doi.org/10.1109/globecom42002.2020.9322642.

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Yifan Dou, Yongbo Xiao, and Jian Chen. "Asymmetric pricing game in two-sided platforms." In 2009 6th International Conference on Service Systems and Service Management. IEEE, 2009. http://dx.doi.org/10.1109/icsssm.2009.5175014.

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Park, Jungseok, Jinwon Kim, Seungjae Lee, Daejune Lim, Eunju Park, and Hankyu Lim. "Design and Implementation of Platforms for Game Streaming." In 2019 Fourth International Conference on Systems of Collaboration Big Data, Internet of Things & Security ( SysCoBIoTS). IEEE, 2019. http://dx.doi.org/10.1109/syscobiots48768.2019.9028019.

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Ye, Fei, Debing Ni, and Xiaowo Tang. "Pricing Game: The Interactions between Incumbents and Sharing Platforms." In 2019 16th International Conference on Service Systems and Service Management (ICSSSM). IEEE, 2019. http://dx.doi.org/10.1109/icsssm.2019.8887733.

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Harriehausen-Muhlbauer, Bettina. "Privacy Quiz- Game-based learning on multiple mobile platforms." In 2013 International Conference on Advanced ICT. Paris, France: Atlantis Press, 2013. http://dx.doi.org/10.2991/icaicte.2013.11.

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Zong, Ru, Xinbo Gao, Xuyu Wang, and Lv Zongting. "Deployment of High Altitude Platforms network: A game theoretic approach." In 2012 International Conference on Computing, Networking and Communications (ICNC). IEEE, 2012. http://dx.doi.org/10.1109/iccnc.2012.6167433.

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Cohn, J., J. T. Kong, C. Malachowsky, and R. Tobias. "Design challenges for next-generation multimedia, game and entertainment platforms." In the 43rd annual conference, edited by B. Traw. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1146909.1147031.

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Reports on the topic "Game platforms"

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Evans, James, James Tallent, Richard Brown, Anton Netchaev, and Clayton Thurmer. Determining miter gate plate corrosion and thickness of anti-corrosion coatings; and development of a Mobile Sensor Inspection Platform. Engineer Research and Development Center (U.S.), April 2019. http://dx.doi.org/10.21079/11681/32568.

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Tavakoli, Arash, Vahid Balali, and Arsalan Heydarian. How do Environmental Factors Affect Drivers’ Gaze and Head Movements? Mineta Transportation Institute, August 2021. http://dx.doi.org/10.31979/mti.2021.2044.

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Studies have shown that environmental factors affect driving behaviors. For instance, weather conditions and the presence of a passenger have been shown to significantly affect the speed of the driver. As one of the important measures of driving behavior is the gaze and head movements of the driver, such metrics can be potentially used towards understanding the effects of environmental factors on the driver’s behavior in real-time. In this study, using a naturalistic study platform, videos have been collected from six participants for more than four weeks of a fully naturalistic driving scenario. The videos of both the participants’ faces and roads have been cleaned and manually categorized depending on weather, road type, and passenger conditions. Facial videos have been analyzed using OpenFace to retrieve the gaze direction and head movements of the driver. Results, overall, suggest that the gaze direction and head movements of the driver are affected by a combination of environmental factors and individual differences. Specifically, results depict the distracting effect of the passenger on some individuals. In addition, it shows that highways and city streets are the cause for maximum distraction on the driver’s gaze.
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Yatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.

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The article investigates functional techniques of extralinguistic expression in multimedia texts; the effectiveness of figurative expressions as a reaction to modern events in Ukraine and their influence on the formation of public opinion is shown. Publications of journalists, broadcasts of media resonators, experts, public figures, politicians, readers are analyzed. The language of the media plays a key role in shaping the worldview of the young political elite in the first place. The essence of each statement is a focused thought that reacts to events in the world or in one’s own country. The most popular platform for mass information and social interaction is, first of all, network journalism, which is characterized by mobility and unlimited time and space. Authors have complete freedom to express their views in direct language, including their own word formation. Phonetic, lexical, phraseological and stylistic means of speech create expression of the text. A figurative word, a good aphorism or proverb, a paraphrased expression, etc. enhance the effectiveness of a multimedia text. This is especially important for headlines that simultaneously inform and influence the views of millions of readers. Given the wide range of issues raised by the Internet as a medium, research in this area is interdisciplinary. The science of information, combining language and social communication, is at the forefront of global interactions. The Internet is an effective source of knowledge and a forum for free thought. Nonlinear texts (hypertexts) – «branching texts or texts that perform actions on request», multimedia texts change the principles of information collection, storage and dissemination, involving billions of readers in the discussion of global issues. Mastering the word is not an easy task if the author of the publication is not well-read, is not deep in the topic, does not know the psychology of the audience for which he writes. Therefore, the study of media broadcasting is an important component of the professional training of future journalists. The functions of the language of the media require the authors to make the right statements and convincing arguments in the text. Journalism education is not only knowledge of imperative and dispositive norms, but also apodictic ones. In practice, this means that there are rules in media creativity that are based on logical necessity. Apodicticity is the first sign of impressive language on the platform of print or electronic media. Social expression is a combination of creative abilities and linguistic competencies that a journalist realizes in his activity. Creative self-expression is realized in a set of many important factors in the media: the choice of topic, convincing arguments, logical presentation of ideas and deep philological education. Linguistic art, in contrast to painting, music, sculpture, accumulates all visual, auditory, tactile and empathic sensations in a universal sign – the word. The choice of the word for the reproduction of sensory and semantic meanings, its competent use in the appropriate context distinguishes the journalist-intellectual from other participants in forums, round tables, analytical or entertainment programs. Expressive speech in the media is a product of the intellect (ability to think) of all those who write on socio-political or economic topics. In the same plane with him – intelligence (awareness, prudence), the first sign of which (according to Ivan Ogienko) is a good knowledge of the language. Intellectual language is an important means of organizing a journalistic text. It, on the one hand, logically conveys the author’s thoughts, and on the other – encourages the reader to reflect and comprehend what is read. The richness of language is accumulated through continuous self-education and interesting communication. Studies of social expression as an important factor influencing the formation of public consciousness should open up new facets of rational and emotional media broadcasting; to trace physical and psychological reactions to communicative mimicry in the media. Speech mimicry as one of the methods of disguise is increasingly becoming a dangerous factor in manipulating the media. Mimicry is an unprincipled adaptation to the surrounding social conditions; one of the most famous examples of an animal characterized by mimicry (change of protective color and shape) is a chameleon. In a figurative sense, chameleons are called adaptive journalists. Observations show that mimicry in politics is to some extent a kind of game that, like every game, is always conditional and artificial.
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