Journal articles on the topic 'Game play Evaluation'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 journal articles for your research on the topic 'Game play Evaluation.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.
Gupta, Sagar, Prashant Kaushik, and Suma Dawn. "Game Play Evaluation Metrics." International Journal of Computer Applications 117, no. 3 (2015): 32–35. http://dx.doi.org/10.5120/20538-2902.
Full textBunt, Lance, Byron Bunt, Veruschka Pelser-Carstens, and Gordon Matthew. "Play with Purpose: A Heuristic Approach to Evaluating Tabletop Serious Games for Academic Integrity Education." European Conference on Games Based Learning 18, no. 1 (2024): 142–52. http://dx.doi.org/10.34190/ecgbl.18.1.2879.
Full textO'Donoghue, P. G. "Using Technology to Evaluate Game Play for Beginners and Proficient Players That Encompasses Game-Play Evaluation." Research Quarterly for Exercise and Sport 87, sup1 (2016): S6—S7. http://dx.doi.org/10.1080/02701367.2016.1200405.
Full textArgaj, Gustáv. "Porovnanie plus/mínus bodov a hernej efektivity pri hodnotení individuálneho herného výkonu v basketbale." Studia sportiva 5, no. 1 (2011): 85–94. http://dx.doi.org/10.5817/sts2011-1-10.
Full textRowe, Jonathan P., Eleni V. Lobene, Bradford W. Mott, and James C. Lester. "Play in the Museum." International Journal of Gaming and Computer-Mediated Simulations 9, no. 3 (2017): 96–113. http://dx.doi.org/10.4018/ijgcms.2017070104.
Full textDébordès, Jean-Baptiste, Gilles Caporossi, and Denis Larocque. "Is my cross-promotion profitable? Evaluation of game-to-game cannibalization in free-to-play mobile games." Journal of Marketing Analytics 9, no. 3 (2021): 173–84. http://dx.doi.org/10.1057/s41270-021-00122-x.
Full textGe, Jin, Tu Manghui, Kim Tae-Hoon, Heffron Justin, and White Jonathan. "Evaluation of Game-Based Learning in Cybersecurity Education for High School Students." Journal of Education and Learning (EduLearn) 12, no. 1 (2018): 150–58. https://doi.org/10.11591/edulearn.v12i1.7736.
Full textKasapakis, Vlasios, and Damianos Gavalas. "Revisiting design guidelines for pervasive games." International Journal of Pervasive Computing and Communications 13, no. 4 (2017): 386–407. http://dx.doi.org/10.1108/ijpcc-d-17-00007.
Full textHérnandez-Orallo, José, Marco Baroni, Jordi Bieger, et al. "A New AI Evaluation Cosmos: Ready to Play the Game?" AI Magazine 38, no. 3 (2017): 66–69. http://dx.doi.org/10.1609/aimag.v38i3.2748.
Full textCanaan, Rodrigo, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, and Stefan Menzel. "Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, no. 1 (2020): 31–37. http://dx.doi.org/10.1609/aiide.v16i1.7404.
Full textZhou, Rui, and Hao Zhang. "Self-play training for general impulsive orbital game." Journal of Physics: Conference Series 2977, no. 1 (2025): 012106. https://doi.org/10.1088/1742-6596/2977/1/012106.
Full textVasa, Vennela. "Development and Assessment of an Adaptive Difficulty Snake Game in Python." Radius: Journal of Science and Technology 2, no. 1 (2025): 251007. https://doi.org/10.5281/zenodo.15352792.
Full textKreminski, Max, Ben Samuel, Edward Melcer, and Noah Wardrip-Fruin. "Evaluating AI-Based Games through Retellings." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 15, no. 1 (2019): 45–51. http://dx.doi.org/10.1609/aiide.v15i1.5223.
Full textGackenbach, Jayne Isabel, and Beena Kuruvilla. "Video Game Play Effects on Dreams: Self-Evaluation and Content Analysis." Eludamos: Journal for Computer Game Culture 2, no. 2 (2008): 169–86. http://dx.doi.org/10.7557/23.5980.
Full textPrimandani Arsi, Pungkas Subarkah, and Bagus Adhi Kusuma. "Analisis Sentimen Game Genshin Impact pada Play Store Menggunakan Naïve Bayes Clasifier." Jurnal Ilmiah Teknik Mesin, Elektro dan Komputer 3, no. 1 (2023): 161–70. http://dx.doi.org/10.51903/juritek.v3i1.1962.
Full textPing Man, Samuel Choi. "On Constructing Static Evaluation Function using Temporal Difference Learning." Computer Engineering and Applications Journal 2, no. 1 (2013): 175–84. http://dx.doi.org/10.18495/comengapp.v2i1.18.
Full textHUANG, TIMOTHY, GRAEME CONNELL, and BRYAN McQUADE. "EXPERIMENTS WITH LEARNING OPENING STRATEGY IN THE GAME OF GO." International Journal on Artificial Intelligence Tools 13, no. 01 (2004): 101–14. http://dx.doi.org/10.1142/s0218213004001430.
Full textEwen, Tracy, and Jan Seibert. "Learning about water resource sharing through game play." Hydrology and Earth System Sciences 20, no. 10 (2016): 4079–91. http://dx.doi.org/10.5194/hess-20-4079-2016.
Full textPadilla-Zea, Natalia, José López-Arcos, Jose Luis González Sánchez, Francisco L. Gutiérrez Vela, and Ana Abad-Arranz. "A Method to Evaluate Emotions in Educational Video Games for Children." JUCS - Journal of Universal Computer Science 19, no. (8) (2013): 1066–85. https://doi.org/10.3217/jucs-019-08-1066.
Full textFindley, Michael R. "The Relationship between Student Learning Styles and Motivation during Educational Video Game Play." International Journal of Online Pedagogy and Course Design 1, no. 3 (2011): 63–73. http://dx.doi.org/10.4018/ijopcd.2011070105.
Full textNurhaya, Isnaini, and Arita Destianingsih. "The Modification of Plinko Game to Learn Speaking for College Students." Humanitatis : Journal of Language and Literature 8, no. 1 (2021): 183–92. http://dx.doi.org/10.30812/humanitatis.v8i1.1574.
Full textRAMON-DANGLA, Remedios, Maria L. RICO, and Ana I. PONCE. "Evaluation of the use of role play in financial accounting." ESPACIOS 42, no. 07 (2021): 33–48. http://dx.doi.org/10.48082/espacios-a21v42n07p03.
Full textAšeriškis, Darius, and Robertas Damaševičius. "Computational Evaluation of Effects of Motivation Reinforcement on Player Retention." JUCS - Journal of Universal Computer Science 23, no. (5) (2017): 432–53. https://doi.org/10.3217/jucs-023-05-0432.
Full textSerykh, Larisa V., Lyudmila N. Voloshina, Viktor L. Kondakov, and Albina A. Buchek. "Evaluation of socialization technology effectiveness in motor-play activity of preschoolers." Linguistics and Culture Review 5, S1 (2021): 538–47. http://dx.doi.org/10.21744/lingcure.v5ns1.1438.
Full textRabbani, Sylvia, and Mamat Supriatna. "Discovering Math Through Play: Insights From Observing the Traditional Beklen Game." KnE Social Sciences 10, no. 12 (2025): 291–300. https://doi.org/10.18502/kss.v10i12.18915.
Full textPanggabean, Francisco Maruli. "Enhancing Flood Disaster Preparedness Through Virtual Reality: A VR-based Flood Simulator Game." Engineering, MAthematics and Computer Science (EMACS) Journal 5, no. 2 (2023): 69–72. http://dx.doi.org/10.21512/emacsjournal.v5i2.9988.
Full textKartika, I. Made, I. Made Sila, Dewa Ayu Made Manu Okta Priantini, I. Wayan Suastra, and Ida Bagus Putu Arnyana. "Role Play Game-Based Learning Multimedia for Elementary School Students." Jurnal Pendidikan dan Pengajaran 56, no. 1 (2023): 1–10. http://dx.doi.org/10.23887/jpp.v56i1.60734.
Full textBrauner, Philipp, and Martina Ziefle. "Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation." JMIR Serious Games 8, no. 2 (2020): e14182. http://dx.doi.org/10.2196/14182.
Full textSilver, David, Thomas Hubert, Julian Schrittwieser, et al. "A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play." Science 362, no. 6419 (2018): 1140–44. http://dx.doi.org/10.1126/science.aar6404.
Full textMohanarajah, Selvarajah. "Increasing Intrinsic Motivation of Programming Students: Towards Fix and Play Educational Games." Issues in Informing Science and Information Technology 15 (2018): 069–77. http://dx.doi.org/10.28945/4027.
Full textZhang, Ying, and Peng Deng. "Research on Educational Evaluation Paths under the Perspective of Game-based Learning." Advances in Education, Humanities and Social Science Research 10, no. 1 (2024): 28. http://dx.doi.org/10.56028/aehssr.10.1.28.2024.
Full textArifin, Yulyani, Budi Handoko, and Venansius Kevin Nurtanio. "Aplikasi Game Quiz Animals Berbasis Windows 8." ComTech: Computer, Mathematics and Engineering Applications 4, no. 2 (2013): 757. http://dx.doi.org/10.21512/comtech.v4i2.2509.
Full textSaputri, Daniati Uki Eka, Faruq Aziz, Nurul Khasanah, Taopik Hidayat, and Rendi Septian. "APPLICATION OF FUZZY LOGIC AND GENETIC ALGORITHM APPROACHES IN EVALUATION OF GAME DEVELOPMENT." Jurnal Pilar Nusa Mandiri 20, no. 1 (2024): 81–86. http://dx.doi.org/10.33480/pilar.v20i1.5532.
Full textLee, Minseok, and Chanmin Park. "Examining Consumer Motivations for Play-to-Earn Gaming: Application of Analytic Hierarchy Process Analysis." Sustainability 15, no. 18 (2023): 13311. http://dx.doi.org/10.3390/su151813311.
Full textKater, M. J. "Er staat wat op het spel in de prediking. Het spel en de prediker als homo ludens in Bohrens Homiletik." Theologia Reformata 65, no. 4 (2022): 338–53. http://dx.doi.org/10.21827/tr.65.4.338-353.
Full textOhno, Sachiko, and Kazuhiko Ukai. "Subjective Evaluation of Motion Sickness Following Game Play with Head Mounted Display." Journal of the Institute of Image Information and Television Engineers 54, no. 6 (2000): 887–91. http://dx.doi.org/10.3169/itej.54.887.
Full textSámano, Michelle Alejandra Wong. "The Game of Go as a Support in the Development of Cognitive Skills." Journal of Go Studies 17, no. 2 (2023): 191–202. http://dx.doi.org/10.62578/316760.
Full textGamboa, E., M. Trujillo, and D. Chaves. "Strong Shot, a Student Centred Designed Videogame for Learning English Vocabulary." Tecnología Educativa Revista CONAIC 3, no. 3 (2021): 29–43. http://dx.doi.org/10.32671/terc.v3i3.118.
Full textLevac, Danielle, Joanna Nawrotek, Emilie Deschenes, et al. "Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play." JMIR Serious Games 4, no. 1 (2016): e9. http://dx.doi.org/10.2196/games.5528.
Full textLong, Sebastian, Alena Denisova, and Pejman Mirza-Babaei. "From Pixels to Play: Opportunities and Challenges of a Diverse and Democratized Games Industry." Interactions 31, no. 2 (2024): 54–58. http://dx.doi.org/10.1145/3647646.
Full textSchmidt-Daly, Tarah N., Jennifer M. Riley, Charles R. Amburn, Kelly S. Hale, and P. David Yacht. "Video Game Play and Effect on Spatial Knowledge Tasks Using an Augmented Sand Table." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (2016): 1429–33. http://dx.doi.org/10.1177/1541931213601328.
Full textCummins, R. Glenn, Norman E. Youngblood, and Mike Milford. "Can Visual Complexity Impede Impact Appreciation of Mediated Sports? Team Identification and Viewer Response to a Complex Presentation of College Football." International Journal of Sport Communication 4, no. 4 (2011): 454–72. http://dx.doi.org/10.1123/ijsc.4.4.454.
Full textStahlke, Samantha. "The Inhuman Element: Lessons on Play and Creativity from the Rise of Generative AI." Interactions 32, no. 2 (2025): 50–53. https://doi.org/10.1145/3715090.
Full textContreras-Espinosa, Ruth S., and Carlos A. Scolari. "How do teens learn to play video games?" Journal of Information Literacy 13, no. 1 (2019): 45. http://dx.doi.org/10.11645/13.1.2358.
Full textAndriyani, Retno, Nisvu Nanda Saputra, and Abdul Baist. "Role Play Game (RPG) to Improve Student Problem Solving Skills." RANGE: Jurnal Pendidikan Matematika 5, no. 2 (2024): 120–31. http://dx.doi.org/10.32938/jpm.vol5.iss2.6234.
Full textHiroi, Yutaka, and Akinori Ito. "Realization of a Robot System That Plays “Darumasan-Ga-Koronda ” Game with Humans." Robotics 8, no. 3 (2019): 55. http://dx.doi.org/10.3390/robotics8030055.
Full textDeRosier, Melissa E., Ashley B. Craig, and Rebecca P. Sanchez. "Zoo U: A Stealth Approach to Social Skills Assessment in Schools." Advances in Human-Computer Interaction 2012 (2012): 1–7. http://dx.doi.org/10.1155/2012/654791.
Full textAlma, Christie C. Reyna. "Development and Evaluation of a Math Game Application for Toddlers: Enhancing Early Mathematical Skills through Digital Play." International Journal of Innovative Science and Research Technology 8, no. 5 (2023): 115–20. https://doi.org/10.5281/zenodo.8245808.
Full textWu, Yue, and Shu Qin Li. "Research on the Chessboard Representations of Checkers." Applied Mechanics and Materials 519-520 (February 2014): 350–54. http://dx.doi.org/10.4028/www.scientific.net/amm.519-520.350.
Full textUrban, Jillian E., William C. Flood, Barret J. Zimmerman, et al. "Evaluation of head impact exposure measured from youth football game plays." Journal of Neurosurgery: Pediatrics 24, no. 2 (2019): 190–99. http://dx.doi.org/10.3171/2019.2.peds18558.
Full text