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Journal articles on the topic 'Game platforms'

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1

Galehantomo P.S, Geraldus. "Platform Comparison Between Games Console, Mobile Games And PC Games." SISFORMA 2, no. 1 (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 ga
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Kim, JaeWon, JeongA Wi, SooJin Jang, and YoungBin Kim. "Sequential Recommendations on Board-Game Platforms." Symmetry 12, no. 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 r
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Nurmagandi, Boby. "Penggunaan Platform Game Education dalam Pendidikan Keperawatan: Kajian Literatur." ARTERI : Jurnal Ilmu Kesehatan 1, no. 1 (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 criteri
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Haviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (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 effec
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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 (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 t
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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 (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 critiqu
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Willson, Michele. "Social Games as Partial Platforms for Identity Co-Creation." Media International Australia 154, no. 1 (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, giv
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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 (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,
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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 (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-
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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 pla
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Salama, Ramiz, and Mohamed ElSayed. "Basic elements and characteristics of game engine." Global Journal of Computer Sciences: Theory and Research 8, no. 3 (2018): 126–31. http://dx.doi.org/10.18844/gjcs.v8i3.4023.

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Contemporary game engines are invaluable tools for game development. There are many engines available, each of them which excel in certain features. Game Engines is a continuous series that helps us to make and design beautiful games in the simplest and least resource way. Game drives support a wide variety of play platforms that can translate the game into a game that can be played on different platforms such as PlayStation, PC, Xbox, Android, IOS, Nintendo and others. There is a wide range of game engines that suit every programmer and designed to work on Unity Game Engine, Unreal Game Engin
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Barczak, 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.

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Game engines are platforms that make it easier to create computer games. They allow you to integrate and combine into single unit individual game elements such as animations, interaction with the user, or detection of collisions between objects. Game engine is a software that facilitates the production of games for platforms such as desktops, consoles, and mobile devices [1]. In addition to specialized editors, game engines provide ready-made functionalities that can be used by users. A great advantage of using the game engine is the possibility of their reuse. Game engines are an example of s
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Zhang, 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.

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Based on previous research on open innovation and appropriability strategies, using knowledge production functions and evolutionary game methods, this paper describes the process of dynamic cooperation between open innovation platforms and their participants. This paper specifically analyzes the influence of open innovation platform’s knowledge appropriability/knowledge sharing strategies, as well as participants’ exit/nonexit strategy, on the cooperative relationship. Through simulation analysis, this paper draws the following conclusions: first, the knowledge appropriability strategy of the
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Retnowati, Nurcahyani Dewi, and Yanti Alif Al-Afiah. "GAME MOBILE ANDROID PEMBELAJARAN NILAI-NILAI PANCASILA." Prosiding Seminar Nasional Ahlimedia 1, no. 1 (2021): 98–108. http://dx.doi.org/10.47387/sena.v1i1.43.

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Knowing and understanding Pancasila as the basic of the state is mandatory for all Indonesian people, especially for children in the life of nation and state in order to maintain unity and unity of the Republic of Indonesia. Pancasila learning can be applied through games that will introduce and provide understanding for elementary school. Introduction and understanding of Pancasila values for elementary school in the form of android-based educational game using game maker studio software that support in making educational game. The results of the study show that the Educational Game has becom
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15

Winterhagen, Michael, Munir Salman, Matthias Then, et al. "LTI-Connections Between Learning Management Systems and Gaming Platforms." Journal of Information Technology Research 13, no. 4 (2020): 47–62. http://dx.doi.org/10.4018/jitr.2020100104.

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E-learning standards like learning tools interoperability can support at realizing innovative learning scenarios in distributed architectures. A learning tools interoperability connection between a learning management system and a gaming platform offers possibilities like embedding a game into an online course and sending player-specific data back to the learning management system. This allows for a new and data-driven evaluation of students' individual learning performances, especially for alternative methods like qualifications-based learning. The learning tools interoperability-specified me
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Skop, 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.

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The article presents the results of performance study of two selected game development engines, Unreal Engine and Unity. The comparative analysis of engines was performed based on measuring selected criteria for two identical, in terms of functionality and assets, games made in selected engines.
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Ip, Barry, and Xianhui Che. "A Primer Survey of Chinese Mobile Games." Asiascape: Digital Asia 3, no. 1-2 (2016): 17–37. http://dx.doi.org/10.1163/22142312-12340046.

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This article provides introductory insight into and an evaluation of the nature and current composition of the Chinese mobile games market. We conducted research to explore the subtle yet prevalent distinctions in game genre classifications in China, and we examined game rankings as an indication of the sorts of titles that are popular in the region. Further insights are offered into the leading distribution platforms that host mobile games, representing a unique characteristic of the Chinese market. Finally, the paper offers further analysis of mobile games via a three-step model that conside
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Dasari, Venkat Surya, Burak Kantarci, Maryam Pouryazdan, Luca Foschini, and Michele Girolami. "Game Theory in Mobile CrowdSensing: A Comprehensive Survey." Sensors 20, no. 7 (2020): 2055. http://dx.doi.org/10.3390/s20072055.

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Mobile CrowdSensing (MCS) is an emerging paradigm in the distributed acquisition of smart city and Internet of Things (IoT) data. MCS requires large number of users to enable access to the built-in sensors in their mobile devices and share sensed data to ensure high value and high veracity of big sensed data. Improving user participation in MCS campaigns requires to boost users effectively, which is a key concern for the success of MCS platforms. As MCS builds on non-dedicated sensors, data trustworthiness cannot be guaranteed as every user attains an individual strategy to benefit from partic
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19

Whitson, Jennifer R. "The New Spirit of Capitalism in the Game Industry." Television & New Media 20, no. 8 (2019): 789–801. http://dx.doi.org/10.1177/1527476419851086.

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This article draws from ethnographic work in the game industry to challenge claims that digital platforms “democratize” cultural production by supporting small teams. I show how game developers exemplify the New Spirit of Capitalism in their search for creative autonomy outside of the risk-averse blockbuster console industry. Their risk of cultural production is ostensibly reduced by tools that leverage big data. By following one studio making free-to-play mobile games, I test the celebratory claims of democratization against the reality of implementing these now-essential analytics tools. The
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Švelch, Jan. "Resisting the perpetual update: Struggles against protocological power in video games." New Media & Society 21, no. 7 (2019): 1594–612. http://dx.doi.org/10.1177/1461444819828987.

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This article explores the evolution of video game updates and patches from a mechanism of customer support to a tool of control over the way games are played in the ecosystem of digital gaming platforms. It charts a historical trajectory across various cultural industries, including literary publishing, screen industries, and music, to show a shift from multiplicity of editions to one perpetually updated contingent commodity. Focusing on the issues of power and control enabled by the always-online platforms, the analysis shows that previously updating was often voluntary. However, now players
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Halim, 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 (2020): 1–10. http://dx.doi.org/10.36079/lamintang.ijmari-0201.70.

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This game is based on Logic Gates that invented by Walther Bothe in 1924 and improvised by Konrad Zuse (from 1935 – 1938). This game is a simple method for a student that try to learn in Logic Gates, an educational game with futuristic adventure. The only way for the player to save the digital world in this game by using Logic Gates, with Logic Gates formulas the player can make the power connection on the circuit to the digital world engine. Without knowing how Logic Gates functional will make the player losing the power for the engine to the digital world. 7 Gates Digital World is a complex
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Felczak, Mateusz. "Live Streaming Platforms and the Critical Discourse About Video Games." Replay. The Polish Journal of Game Studies 4, no. 1 (2017): 19–37. http://dx.doi.org/10.18778/2391-8551.04.02.

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This work concerns online streaming platforms centered on broadcasting video games-related content, such as Twitch.tv and Douyu.com. The aim of this article is two-fold: first, to point out the possible research methods regarding online streaming services as mediums for video game criticism, and second, to assess the potential of these platforms for generating critical discourse about video games. The methodology of the research is based on Mia Consalvo’s take on paratextual frameworks and Veli-Matti Karhulahti’s notions of interview and play frames regarding the activity of video games stream
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Boaventura, 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.

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Game engines generate high dependence of developed games on provided implementation resources. Feature modeling is a technique that captures commonalities and variabilities results of domain analysis to provide a basis for automated configuration of concrete products. This paper presents the Minimal Engine for Digital Games (MEnDiGa), a simplified collection of game assets based on game features capable of building small and casual games regardless of their implementation resources. It presents minimal features in a representative hierarchy of spatial and game elements along with basic behavio
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Eun, Kwang-Ha. "Ripple Effects of Electronic Games and Evolution of Electronic Game Platforms." International Journal of Contents 6, no. 1 (2010): 20–25. http://dx.doi.org/10.5392/ijoc.2010.6.1.020.

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Licoppe, Christian. "From Mogi to Pokémon GO: Continuities and change in location-aware collection games." Mobile Media & Communication 5, no. 1 (2016): 24–29. http://dx.doi.org/10.1177/2050157916677862.

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We compare here some features of the emerging uses of Pokémon GO with earlier, though less successful, location-aware collection games such as Mogi. While mobility patterns are relatively similar, Pokémon GO brings about a distinctive augmented-reality dimension to the game experience, though it does not harness the social networking power of such location-aware game platforms to the same extent as earlier games.
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Theisen 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 (2019): 122–31. http://dx.doi.org/10.22456/1679-1916.99433.

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This paper presents a method to evaluate usability and gameplay efficiency for educational games developed for children undergoing cancer treatment, as well as a case study involving the game “Corrida Gramatical”. The methodology of this paper consists of the use of tablets by patients aged 10 to 15 years old to evaluate and quantify the usability and gameplay of the game, while the process is documented through non-participant observation, a System Usability Scale (SUS) questionnaire and a semi-structured interview. The proposed method has proved to be supportive in the evaluation of existing
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Boozayaangool, Tanat. "The Design of Interplay Between Virtual Reality and Augmented Reality: A Case Study and Post Mortem of VRsus guARdian." Frameless 1, no. 1 (2019): 26–28. http://dx.doi.org/10.14448/frameless.01.008.

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VRsus guARdian is the result of an amalgamation of two different gameplay mediums that challenged the gap separating different mixed reality platforms, namely virtual reality (VR) and augmented reality (AR). The game utilized each medium’s approach towards immersion as a design principle in building a natural, asymmetric play for both players. The game also constructed a compelling fantasy atop each medium’s unique interactive capability to build a dynamic narrative. Lastly, the cross-platform nature of VRsus guARdian caused the game to be highly dependent upon Unity, a game engine with highly
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Tobarra, 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 (2021): 807. http://dx.doi.org/10.3390/app11020807.

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The employment of modern technologies is widespread in our society, so the inclusion of practical activities for education has become essential and useful at the same time. These activities are more noticeable in Engineering, in areas such as cybersecurity, data science, artificial intelligence, etc. Additionally, these activities acquire even more relevance with a distance education methodology, as our case is. The inclusion of these practical activities has clear advantages, such as (1) promoting critical thinking and (2) improving students’ abilities and skills for their professional career
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Tan, 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 (2011): 74–86. http://dx.doi.org/10.4018/jeei.2011100106.

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Computer games with fully intensive graphics are very common in desktop computers or game console, but the development of mobile games with intensive graphics are fairly new. With the advancement in mobile phone technology, it is possible to create a mobile game incorporates integrate the virtual reality techniques. In this paper, the authors present a virtual heritage application called M-Heritage Hunt that integrates virtual reality and game for mobile platforms. M-Heritage Hunt provides panoramic views of the heritage sites and a game background that is customized for the core of heritage z
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Li, 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 (2021): e0250668. http://dx.doi.org/10.1371/journal.pone.0250668.

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We demonstrate the possibility of conducting synchronous, repeated, multi-game economic decision-making experiments with hundreds of subjects in-person or remotely with live streaming using entirely mobile platforms. Our experiment provides important proof-of-concept that such experiments are not only possible, but yield recognizable results as well as new insights, blurring the line between laboratory and field experiments. Specifically, our findings from 8 different experimental economics games and tasks replicate existing results from traditional laboratory experiments despite the fact that
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Kose, Hatice, Neziha Akalin, and Pinar Uluer. "Socially Interactive Robotic Platforms as Sign Language Tutors." International Journal of Humanoid Robotics 11, no. 01 (2014): 1450003. http://dx.doi.org/10.1142/s0219843614500030.

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This paper investigates the role of interaction and communication kinesics in human–robot interaction. This study is part of a novel research project on sign language (SL) tutoring through interaction games with humanoid robots. The main goal is to motivate the children with communication problems to understand and imitate the signs implemented by the robot using basic upper torso gestures and sound. We present an empirical and exploratory study investigating the effect of basic nonverbal gestures consisting of hand movements, body and face gestures expressed by a humanoid robot, and having co
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Sweetser, 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 (2017): 1–24. http://dx.doi.org/10.1145/3034780.

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Minovic, Miroslav, Miloš Milovanovic, and Dušan Starcevic. "Delivering Educational Games to Mobile Devices." International Journal of Knowledge Society Research 2, no. 2 (2011): 47–58. http://dx.doi.org/10.4018/jksr.2011040105.

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A new generation of students is accustomed to daily use of mobile devices, and educating them in the proper way is a complicated task. Video games are an ideal tool for communicating with students, and finding the right combination of using mobile devices with educational games is important for educating them. This paper describes a novel approach to educational game defining and interpretation. Application of a model-driven approach to educational game interpretation enables the use of the same game on different devices and platforms. The authors enable the interpretation of an educational ga
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Eckhardt, Giana M. "Playing the Trust Game Successfully in the Reputation Economy." NIM Marketing Intelligence Review 12, no. 2 (2020): 10–17. http://dx.doi.org/10.2478/nimmir-2020-0011.

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AbstractHunting for “stars”, the icons of the reputation economy, is a prerequisite for survival in e-commerce in general and on sharing platforms in particular. The key to understanding the rise of reputation is trust, and the ability of a platform to provide this trust has become crucial in the past decade. Social media managers are now key players in marketing departments. One of their most important jobs is the careful curation of digital reputations. Marketers need to engage in diverse forms of reputation management and master several challenges in designing the right systems and utilizin
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Fiadotau, Mikhail. "Dezaemon, RPG Maker, NScripter: Exploring and classifying game ‘produsage’ in 1990s Japan." Journal of Gaming & Virtual Worlds 11, no. 3 (2019): 215–30. http://dx.doi.org/10.1386/jgvw.11.3.215_1.

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The article examines three tools used for hobbyist game development in 1990s Japan: the Dezaemon series of user-customizable shoot ‘em up games, the RPG Tsukūru (RPG Maker) series of tools for creating Japanese-style role-playing games and the NScripter scripting engine for visual novels. In doing so, it aims to highlight the diversity, but also to bring out the commonalities, of game ‘produsage’: producing video games by using dedicated software. The focus on a non-western historical context is an attempt to challenge assumptions about the locales and platforms of game produsage prevalent in
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Jurgelionis, A., P. Fechteler, P. Eisert, 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.

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Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols use
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Alhuhud, 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.

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Due to evolution of digital games towards mobile platforms, a large exposure to mobile games is nowadays recorded. This is because of the availability of the cell phone with individuals anytime anywhere. Hence, a vital role of game quality assessment is raised. This is for the purpose of serving as a guide for developing healthy games. Accordingly, the mobile games would help in boosting the educational entertainment, healthy diets control, and behavioral sciences studies and research. This paper presents quality assurance and quality models for ISO based educational game. In this paper, an IS
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Dignum, 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.

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There is an attention shift within the gaming industry toward more natural (long-term) behavior of nonplaying characters (NPCs). Multiagent system research offers a promising technology to implement cognitive intelligent NPCs. However, the technologies used in game engines and multiagent platforms are not readily compatible due to some inherent differences of concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multiagent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling ga
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Gozali, Gunawan Putra. "Motion Detection Implementation on a Game Using Raspberry Pi." SISFORMA 3, no. 2 (2017): 58. http://dx.doi.org/10.24167/sisforma.v3i2.856.

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Along with the development of advanced gaming technology, we can play the game with so many tools or platforms such as console games, PC games, mobile games and handheld games. The disadvantage of those games is the difficulty to connect additional sensors to the PC computer. Large power requirements will also be a constraint. Besides, the size of the PC could be a weakness that makes it difficult to carry and play anytime. Raspberry is a small computer that can be added with motion detection sensors. By using the raspberry, the researchers managed to create a game "Crows Adventure" that uses
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Cabeza-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 (2020): 7019. http://dx.doi.org/10.3390/ijerph17197019.

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A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and gratifications theory, this paper aims to analyse how three basic motivations are related to the use of video game streaming platforms. Furthermore, it examines the moderating effects that significant variables, such as the audience member’s age, sex or self-perception of level as a player may exert on this relationship. The
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Behl, 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 (2021): 1–27. http://dx.doi.org/10.4018/jgim.20211101.oa14.

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Crowdsourcing platforms have gained importance in recent times, and their success is dependent mainly on the participation of the crowd. Participation is a function of both intrinsic and extrinsic motivation. Moreover, with the growing scale of information, the participants would need to focus on the quality of information to achieve sustainable participation. Our study uses game elements and information quality grounded in Motivational Affordance Perspective (MAP) to study the intrinsic and extrinsic participation on a crowdsourcing platform. We collected responses from 337 participants who a
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Kim, Dohoon. "Equilibrium Analysis for Platform Developers in Two-Sided Market with Backward Compatibility." Games 9, no. 4 (2018): 76. http://dx.doi.org/10.3390/g9040076.

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We consider a dominant platform provider operating both legacy and new platforms that connects users with suppliers in a two-sided market context. In addition to the typical indirect network effects in the two-sided market, backward compatibility works on the new platform. Thus, users joining the new one can also enjoy the services provided by suppliers using the legacy platform. Users and suppliers are linearly differentiated between two platforms as in the Hotelling model and play a subscription game of choosing one platform at the lower level. The suppliers in the new platform may suffer fr
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Yang, 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 (2020): 365–84. http://dx.doi.org/10.1108/jcmars-08-2020-0032.

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PurposeIn recent years, with the rapid development of the Internet and e-commerce, the online retail business has grown rapidly. E-commerce platforms can track different click data to understand consumer behavior and demand preferences, so as to make better demand forecasts, and strategically share this information with upstream suppliers. When the platform charges a certain fee for the shared data, the suppliers face the question of whether to purchase demand information. This article aims to analyze the influence of price competition and advertising competition on the suppliers' decisions to
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Lau, 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 (2016): 6–8. http://dx.doi.org/10.1108/dlo-10-2015-0083.

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Purpose The digital native (DN), a new type of employee, has reshaped the ways of corporate training. This DN wants meaningful play in game engagement instead of receiving a passive message from the employers. Meanwhile, the platforms of serious games had been changing from television to mobile, and currently moving to the immersive platforms. This paper aims to deepen the understanding of employees’ satisfaction, perception and expectation towards the use of serious games for training in business practices. Design/methodology/approach A quantitative survey with a 20-item questionnaire and a s
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Freitas, 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.

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In the age of participatory and convergence paradigms, video game music has its own networked culture with cybercommunities that discuss, share, and create content, thus opening up a creative space for artistic activities in a constant digital flow. Music composition and production is one of these activities, with files made available on several platforms such as SoundCloud and YouTube, specifically in the format of modification files (or mods). Building on research for a master’s dissertation, this article examines a new model of online artistic production in the form of the circulation of mu
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De Lope, Rafael Prieto, and Nuria Medina-Medina. "A Comprehensive Taxonomy for Serious Games." Journal of Educational Computing Research 55, no. 5 (2016): 629–72. http://dx.doi.org/10.1177/0735633116681301.

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This article highlights the importance of establishing comprehensive taxonomies in the booming sector of serious games. Although various authors have proposed partial classification systems in this field, very little has so far been published on serious game taxonomies which serve to classify any type of serious game. This article proposes a comprehensive serious game taxonomy. The aim of this taxonomy is to gather the particular features of video game design and development, the platforms used to run the games, and operational aspects such as use, users, and distribution by highlighting the i
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Sabou, Marta, Arno Scharl, and Michael Föls. "Crowdsourced Knowledge Acquisition." International Journal on Semantic Web and Information Systems 9, no. 3 (2013): 14–41. http://dx.doi.org/10.4018/ijswis.2013070102.

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Novel social media collaboration platforms, such as games with a purpose and mechanised labour marketplaces, are increasingly used for enlisting large populations of non-experts in crowdsourced knowledge acquisition processes. Climate Quiz uses this paradigm for acquiring environmental domain knowledge from non-experts. The game’s usage statistics and the quality of the produced data show that Climate Quiz has managed to attract a large number of players but noisy input data and task complexity led to low player engagement and suboptimal task throughput and data quality. To address these limit
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Ruiz, 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 (2021): 1357. http://dx.doi.org/10.11591/ijeecs.v23.i3.pp1357-1365.

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This study presents the development of a wireless, interactive, educational (WISE) game that incorporates the use of smartphones for reviewing lessons that might suit the standards of the Philippine government’s education department. It is easier today to engage students using digital platforms for education using interactive digital games. In this study, the users can play the game by connecting the smartphones to the prototype through wireless local area network. It consists of two types of cards: power cards which contribute excitement to the game, and question cards which contain questions
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Wohn, Donghee Yvette, and Guo Freeman. "Live Streaming, Playing, and Money Spending Behaviors in eSports." Games and Culture 15, no. 1 (2019): 73–88. http://dx.doi.org/10.1177/1555412019859184.

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Live streaming has enabled eSports to become more accessible, ranging from professionally organized tournaments to individuals hosting from their bedroom. While different aspects of eSports have been investigated in separate contexts, in this article, we report findings of two survey studies to explore eSports as a holistic media ecosystem that includes playing, streaming, viewing, and spending. Study 1 looks at cross-platform patterns between playing and spending within the game as well as between viewing, streaming, and spending on live streaming platforms in the context of Fortnite. Study 2
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Foxman, Maxwell. "United We Stand: Platforms, Tools and Innovation With the Unity Game Engine." Social Media + Society 5, no. 4 (2019): 205630511988017. http://dx.doi.org/10.1177/2056305119880177.

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The skirmish between game engines Unity and Unreal presents a new front in the platformization of cultural production. This article argues that such programs are “platform tools.” They enable amateurs and professionals to not only build content for platforms but also “lock-in” industry ideologies in the ideation, production, implementation, and distribution of digital creative work, resulting in a homogeneity of developers, practices, and products. The Unity engine’s history, features, and place in the game production pipeline makes it a paradigmatic “platform tool.” Findings from 90 interview
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