Academic literature on the topic 'Game platforms'
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Journal articles on the topic "Game platforms"
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.
Full textKim, 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.
Full textNurmagandi, 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.
Full textHaviv, 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.
Full textTokzhigitova, 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.
Full textZanescu, 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.
Full textWillson, 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.
Full textWang, 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.
Full textThorhauge, 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.
Full textSamborskii, 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.
Full textDissertations / Theses on the topic "Game platforms"
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.
Full textGame 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.
Nejepínský, Adam. "Monetizace vysokorozpočtových herních titulů." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162628.
Full textÖsth, 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.
Full textRören, 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.
Full textHiguchi, 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/.
Full textSem resumo.
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.
Full textThis 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.
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.
Full textOberoende 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.
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.
Full textGrassi, Alex. "Cross-platform game development." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8488/.
Full textWahlman, 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.
Full textBooks on the topic "Game platforms"
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.
Full textIan, Bogost, ed. Video computer system: The Atari 2600 platform. Cambridge, MA: The MIT Press, 2009.
Find full textInc, ebrary, ed. Monkey game development: Beginner's guide : create monetized 2D games deployable to almost any platform. Birmingham [England]: Packt Pub., 2012.
Find full textStemkoski, Lee. Platform-Style Video Games with Construct. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4446-3.
Full textThiruvathukal, George K. (George Kuriakose), ed. Codename revolution: The Nintendo Wii platform. Cambridge, Mass: MIT Press, 2012.
Find full textBlackman, Sue. Beginning 3D game development with Unity: The world's most widely used multi-platform game engine. New York, NY: Apress, 2011.
Find full textBeginning 3D game development with Unity: The world's most widely used multi-platform game engine. New York, NY: Apress, 2011.
Find full textTeen games rule!: A librarian's guide to platforms and programs. Santa Barbara, California: Libraries Unlimited, an imprint of ABC-CLIO, LLC, 2014.
Find full textBook chapters on the topic "Game platforms"
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.
Full textMcMillan, 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.
Full textCiesla, 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.
Full textDawes, 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.
Full textSutherland, 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.
Full textSutherland, 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.
Full textKe, 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.
Full textKe, 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.
Full textKe, 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.
Full textKe, 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.
Full textConference papers on the topic "Game platforms"
"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.
Full textAziz, 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.
Full textKoryakina, 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.
Full textDing, 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.
Full textYifan 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.
Full textPark, 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.
Full textYe, 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.
Full textHarriehausen-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.
Full textZong, 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.
Full textCohn, 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.
Full textReports on the topic "Game platforms"
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.
Full textTavakoli, 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.
Full textYatsymirska, 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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