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.
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 textSalama, Ramiz, and Mohamed ElSayed. "Basic elements and characteristics of game engine." Global Journal of Computer Sciences: Theory and Research 8, no. 3 (December 29, 2018): 126–31. http://dx.doi.org/10.18844/gjcs.v8i3.4023.
Full textBarczak, Andrzej, and Hubert Woźniak. "Comparative Study on Game Engines." Studia Informatica, no. 23 (December 22, 2020): 5–24. http://dx.doi.org/10.34739/si.2019.23.01.
Full textZhang, Mo, Chaoran Lin, Jun Guan, and Yan Lin. "The Effects of Open Innovation Platform Knowledge Strategies on Participants: Evolutionary Game Research." Mathematical Problems in Engineering 2020 (September 16, 2020): 1–12. http://dx.doi.org/10.1155/2020/4012713.
Full textRetnowati, Nurcahyani Dewi, and Yanti Alif Al-Afiah. "GAME MOBILE ANDROID PEMBELAJARAN NILAI-NILAI PANCASILA." Prosiding Seminar Nasional Ahlimedia 1, no. 1 (April 20, 2021): 98–108. http://dx.doi.org/10.47387/sena.v1i1.43.
Full textWinterhagen, Michael, Munir Salman, Matthias Then, Benjamin Wallenborn, Tobias Neuber, Dominic Heutelbeck, Michael Fuchs, and Matthias Hemmje. "LTI-Connections Between Learning Management Systems and Gaming Platforms." Journal of Information Technology Research 13, no. 4 (October 2020): 47–62. http://dx.doi.org/10.4018/jitr.2020100104.
Full textSkop, Paweł. "Comparison of performance of game engines across various platforms." Journal of Computer Sciences Institute 7 (September 30, 2018): 116–19. http://dx.doi.org/10.35784/jcsi.657.
Full textIp, Barry, and Xianhui Che. "A Primer Survey of Chinese Mobile Games." Asiascape: Digital Asia 3, no. 1-2 (January 20, 2016): 17–37. http://dx.doi.org/10.1163/22142312-12340046.
Full textDasari, Venkat Surya, Burak Kantarci, Maryam Pouryazdan, Luca Foschini, and Michele Girolami. "Game Theory in Mobile CrowdSensing: A Comprehensive Survey." Sensors 20, no. 7 (April 6, 2020): 2055. http://dx.doi.org/10.3390/s20072055.
Full textWhitson, Jennifer R. "The New Spirit of Capitalism in the Game Industry." Television & New Media 20, no. 8 (May 29, 2019): 789–801. http://dx.doi.org/10.1177/1527476419851086.
Full textŠvelch, Jan. "Resisting the perpetual update: Struggles against protocological power in video games." New Media & Society 21, no. 7 (February 13, 2019): 1594–612. http://dx.doi.org/10.1177/1461444819828987.
Full textHalim, Hanasrullah, Wan Amirah Najwa Wan Idris, and Haslina Hassan. "Learning Logic Gate through 7-Gates Game." International Journal of Multimedia and Recent Innovation 2, no. 1 (March 22, 2020): 1–10. http://dx.doi.org/10.36079/lamintang.ijmari-0201.70.
Full textFelczak, Mateusz. "Live Streaming Platforms and the Critical Discourse About Video Games." Replay. The Polish Journal of Game Studies 4, no. 1 (November 22, 2017): 19–37. http://dx.doi.org/10.18778/2391-8551.04.02.
Full textBoaventura, Filipe M. B., and Victor T. Sarinho. "MEnDiGa: A Minimal Engine for Digital Games." International Journal of Computer Games Technology 2017 (2017): 1–13. http://dx.doi.org/10.1155/2017/9626710.
Full textEun, Kwang-Ha. "Ripple Effects of Electronic Games and Evolution of Electronic Game Platforms." International Journal of Contents 6, no. 1 (March 28, 2010): 20–25. http://dx.doi.org/10.5392/ijoc.2010.6.1.020.
Full textLicoppe, Christian. "From Mogi to Pokémon GO: Continuities and change in location-aware collection games." Mobile Media & Communication 5, no. 1 (November 29, 2016): 24–29. http://dx.doi.org/10.1177/2050157916677862.
Full textTheisen Schneider, Guilherme, Débora Nice Ferrari Barbosa, Paulo Ricardo dos Santos, and Jorge Luís Victória Barbosa. "Evaluation of Usability and Gameplay of Games on Mobile Platforms for Young People on Oncological Treatment." RENOTE 17, no. 3 (December 31, 2019): 122–31. http://dx.doi.org/10.22456/1679-1916.99433.
Full textBoozayaangool, Tanat. "The Design of Interplay Between Virtual Reality and Augmented Reality: A Case Study and Post Mortem of VRsus guARdian." Frameless 1, no. 1 (December 15, 2019): 26–28. http://dx.doi.org/10.14448/frameless.01.008.
Full textTobarra, Llanos, Alejandro Utrilla, Antonio Robles-Gómez, Rafael Pastor-Vargas, and Roberto Hernández. "A Cloud Game-Based Educative Platform Architecture: The CyberScratch Project." Applied Sciences 11, no. 2 (January 16, 2021): 807. http://dx.doi.org/10.3390/app11020807.
Full textTan, Kiam Lam, Chen Kim Lim, and Abdullah Zawawi bin Haji Talib. "Mobile Virtual Heritage Exploration with Heritage Hunt with a Case Study of George Town, Penang, Malaysia." International Journal of E-Entrepreneurship and Innovation 2, no. 4 (October 2011): 74–86. http://dx.doi.org/10.4018/jeei.2011100106.
Full textLi, Zhi, Po-Hsuan Lin, Si-Yuan Kong, Dongwu Wang, and John Duffy. "Conducting large, repeated, multi-game economic experiments using mobile platforms." PLOS ONE 16, no. 4 (April 29, 2021): e0250668. http://dx.doi.org/10.1371/journal.pone.0250668.
Full textKose, Hatice, Neziha Akalin, and Pinar Uluer. "Socially Interactive Robotic Platforms as Sign Language Tutors." International Journal of Humanoid Robotics 11, no. 01 (March 2014): 1450003. http://dx.doi.org/10.1142/s0219843614500030.
Full textSweetser, Penelope, Daniel Johnson, Peta Wyeth, Aiman Anwar, Yan Meng, and Anne Ozdowska. "GameFlow in Different Game Genres and Platforms." Computers in Entertainment 15, no. 3 (April 5, 2017): 1–24. http://dx.doi.org/10.1145/3034780.
Full textMinovic, Miroslav, Miloš Milovanovic, and Dušan Starcevic. "Delivering Educational Games to Mobile Devices." International Journal of Knowledge Society Research 2, no. 2 (April 2011): 47–58. http://dx.doi.org/10.4018/jksr.2011040105.
Full textEckhardt, Giana M. "Playing the Trust Game Successfully in the Reputation Economy." NIM Marketing Intelligence Review 12, no. 2 (November 1, 2020): 10–17. http://dx.doi.org/10.2478/nimmir-2020-0011.
Full textFiadotau, Mikhail. "Dezaemon, RPG Maker, NScripter: Exploring and classifying game ‘produsage’ in 1990s Japan." Journal of Gaming & Virtual Worlds 11, no. 3 (October 1, 2019): 215–30. http://dx.doi.org/10.1386/jgvw.11.3.215_1.
Full textJurgelionis, A., P. Fechteler, P. Eisert, F. Bellotti, H. David, J. P. Laulajainen, R. Carmichael, et al. "Platform for Distributed 3D Gaming." International Journal of Computer Games Technology 2009 (2009): 1–15. http://dx.doi.org/10.1155/2009/231863.
Full textAlhuhud, Ghada, and Wejdan Altamimi. "Quality Evaluation of Mobile Game: Miftah Alfasaha." Mobile Information Systems 2016 (2016): 1–8. http://dx.doi.org/10.1155/2016/4581279.
Full textDignum, F., J. Westra, W. A. van Doesburg, and M. Harbers. "Games and Agents: Designing Intelligent Gameplay." International Journal of Computer Games Technology 2009 (2009): 1–18. http://dx.doi.org/10.1155/2009/837095.
Full textGozali, Gunawan Putra. "Motion Detection Implementation on a Game Using Raspberry Pi." SISFORMA 3, no. 2 (February 14, 2017): 58. http://dx.doi.org/10.24167/sisforma.v3i2.856.
Full textCabeza-Ramírez, Luis Javier, Sandra M. Sánchez-Cañizares, and Fernando J. Fuentes-García. "Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player." International Journal of Environmental Research and Public Health 17, no. 19 (September 25, 2020): 7019. http://dx.doi.org/10.3390/ijerph17197019.
Full textBehl, Abhishek, Pratima Sheorey, Meena Chavan, Kokil Jain, and Isha Jajodia. "Empirical Investigation of Participation on Crowdsourcing Platforms." Journal of Global Information Management 29, no. 6 (November 2021): 1–27. http://dx.doi.org/10.4018/jgim.20211101.oa14.
Full textKim, Dohoon. "Equilibrium Analysis for Platform Developers in Two-Sided Market with Backward Compatibility." Games 9, no. 4 (October 1, 2018): 76. http://dx.doi.org/10.3390/g9040076.
Full textYang, Dongsheng, and Minghui Xu. "Information-sharing strategy for online platform: the impact of suppliers’ price and advertising competition." Journal of Contemporary Marketing Science 3, no. 3 (October 12, 2020): 365–84. http://dx.doi.org/10.1108/jcmars-08-2020-0032.
Full textLau, Kung Wong, and Pui Yuen Lee. "Designing employees’ training by immersive serious games? A study of digital natives’ satisfaction, perception and expectation in corporate training practices." Development and Learning in Organizations: An International Journal 30, no. 4 (July 4, 2016): 6–8. http://dx.doi.org/10.1108/dlo-10-2015-0083.
Full textFreitas, Joana. "Kill the Orchestra." Journal of Sound and Music in Games 2, no. 2 (2021): 22–41. http://dx.doi.org/10.1525/jsmg.2021.2.2.22.
Full textDe Lope, Rafael Prieto, and Nuria Medina-Medina. "A Comprehensive Taxonomy for Serious Games." Journal of Educational Computing Research 55, no. 5 (December 12, 2016): 629–72. http://dx.doi.org/10.1177/0735633116681301.
Full textSabou, Marta, Arno Scharl, and Michael Föls. "Crowdsourced Knowledge Acquisition." International Journal on Semantic Web and Information Systems 9, no. 3 (July 2013): 14–41. http://dx.doi.org/10.4018/ijswis.2013070102.
Full textRuiz, Muel Fred L., Rica I. Esclada, Jannica H. Balderama, Anzel Anne I. Aguirre, Ma Nancy I. Cutin, and Raymund M. Lozada. "WISE game: wireless interactive software educational game." Indonesian Journal of Electrical Engineering and Computer Science 23, no. 3 (September 1, 2021): 1357. http://dx.doi.org/10.11591/ijeecs.v23.i3.pp1357-1365.
Full textWohn, Donghee Yvette, and Guo Freeman. "Live Streaming, Playing, and Money Spending Behaviors in eSports." Games and Culture 15, no. 1 (July 1, 2019): 73–88. http://dx.doi.org/10.1177/1555412019859184.
Full textFoxman, Maxwell. "United We Stand: Platforms, Tools and Innovation With the Unity Game Engine." Social Media + Society 5, no. 4 (October 2019): 205630511988017. http://dx.doi.org/10.1177/2056305119880177.
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