Academic literature on the topic 'Game project management'
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Journal articles on the topic "Game project management"
CURIEL, IMMA. "PROJECT MANAGEMENT GAMES." International Game Theory Review 13, no. 03 (September 2011): 281–300. http://dx.doi.org/10.1142/s0219198911003003.
Full textRumeser, David, and Margaret Emsley. "Lessons learned from implementing project management games." International Journal of Serious Games 6, no. 1 (March 14, 2019): 71–92. http://dx.doi.org/10.17083/ijsg.v6i1.130.
Full textJääskä, Elina, Kirsi Aaltonen, and Jaakko Kujala. "Game-Based Learning in Project Sustainability Management Education." Sustainability 13, no. 15 (July 22, 2021): 8204. http://dx.doi.org/10.3390/su13158204.
Full textMoraes, Renato de Oliveira, and André Heleno Batista. "Project management business game." Product Management & Development 13, no. 2 (2015): 95–102. http://dx.doi.org/10.4322/pmd.2015.008.
Full textBaleani, Federico, and Habib Sedehi. "Education game per Project Management." PROJECT MANAGER (IL), no. 31 (August 2017): 40–43. http://dx.doi.org/10.3280/pm2017-031011.
Full textRounds, Jerald L., David Hendrick, and Scott Higgins. "Project Management Simulation Training Game." Journal of Management in Engineering 2, no. 4 (October 1986): 272–79. http://dx.doi.org/10.1061/(asce)9742-597x(1986)2:4(272).
Full textM., Nitish. "Game Design for Project Management Game – A Tool to Educate on Software Project Management." International Journal of Computer Applications 180, no. 37 (April 18, 2018): 10–14. http://dx.doi.org/10.5120/ijca2018916917.
Full textFei, Wei. "Interval-Valued Bimatrix Game Method for Engineering Project Management." International Journal of Fuzzy System Applications 4, no. 3 (July 2015): 1–9. http://dx.doi.org/10.4018/ijfsa.2015070101.
Full textRumeser, David, and Margaret Emsley. "Can Serious Games Improve Project Management Decision Making Under Complexity?" Project Management Journal 50, no. 1 (November 26, 2018): 23–39. http://dx.doi.org/10.1177/8756972818808982.
Full textStarling, Grover. "Project Management as a Language Game." Industrial Management & Data Systems 93, no. 9 (September 1993): 10–18. http://dx.doi.org/10.1108/eb057533.
Full textDissertations / Theses on the topic "Game project management"
Gkritsi, Aikaterini. "Agile game : a project management game for agile methods." Thesis, University of Southampton, 2010. https://eprints.soton.ac.uk/272766/.
Full textTelin, Steven, and Nebil Esmail. "Managing Remote Projects During a Crisis : Game-development and Manufacturing Projects Response to COVID-19." Thesis, Umeå universitet, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185058.
Full textBaker, Diana L. "An experimental investigation of the effects of software size increase on software project management behavior." Thesis, Monterey, Calif. : Naval Postgraduate School, 1992. http://handle.dtic.mil/100.2/ADA248362.
Full textThesis Advisor: Abdel-Hamid, Tarek K. "March 1992." Includes bibliographical references (p. 66). Also available in print.
Oh, Eunjoo. "Project Organization, Diverse Knowledge, and Innovation Systems in the Korean Game Software Industry." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14516.
Full textEl, Mansouri Mériem. "Le jeu vidéo didactique ou serious game : processus de conception, ingénierie didactique et game design." Thesis, Université Côte d'Azur (ComUE), 2019. http://www.theses.fr/2019AZUR2028.
Full textThis research is part of an interdisciplinary reflection on the game design of didactic video games often called serious games. Everything started with an observation : video games dedicated to the learning activity which are currently on the market suffer from many weaknesses regarding both their funny and didactic characteristics. The analysis of these games and their conception highlighted that even if the will of the designers was to combine those two aspects in the same object, the dichotomy between the “clichés” conveyed by the game and the work (serious) persisted in the minds subsequently conditioning their design. We therefore suggested a new approach to the game design of these video games, with theoretical modeling that covers the entire design process and whose implementation took the form of a mixed project management based on research and professional practices in the field of video games and information and communication sciences on the one hand, and in the field of education and the sciences of education on the other hand. We developed an "inclusive" design engineering that requires the skills of teacher-didactics specialist and game designer, in which the experience offered by the video game comes from the merging of funny and didactic aspects in a unique game scenario. Finally, we are testing such engineering proposal by making and testing a prototype video game focused on the nutrition field called "A table!", in order to figure out if it is able to remedy the weaknesses of serious games currently available
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/.
Full textSem resumo.
Westerdahl, Matilda. "Challenges in video game development - What does Agile management have to do with it?" Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20026.
Full textAlbonius, Jonas, and Monica Hagbok. "Projektledning för kreativitet : En fallstudie om hur projektledare skapar förutsättningar för kreativitet i ett distansbaserat datorspelsutvecklingsprojekt." Thesis, Karlstads universitet, Avdelningen för informatik och projektledning, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-31659.
Full textFöretag och projekt ställs ofta inför utmaningen att skapa något nytt för att till exempel öka sin konkurrenskraft. I processen att ta fram denna nya produkt är kreativitet en viktig faktor. Med hjälp av ett kreativt förhållningssätt och en kreativ process kan nya innovationer växa fram. En bransch som växt mycket de senaste åren är datorspelsbranschen. Konkurrensen är hård och om företagen ska lyckas krävs det att produkten har något extra som gör att det sticker ut bland alla spel som produceras. Projektledarens roll i kreativitetsprocessen är ett område som tidigare forskning inte har belyst särskilt mycket. Inte heller har möjligheten att skapa förutsättningar för kreativitet inom ett distansbaserat företag behandlats särskilt mycket. Studiens forskningsfråga är: Hur agerar projektledare för att skapa förutsättningar för kreativitet hos projektmedarbetare i ett distansbaserat datorspelsutvecklingsprojekt? För att besvara vår frågeställning valde vi att göra en deskriptiv fallstudie. Projektet har sin bas i Norden med medarbetare över hela världen. Det är helt och hållet ett distansbaserat projekt på så sätt att ingen delar arbetsplats. Vi djupintervjuade projektets två projektledare och kompletterade med en kvalitativ enkät till medarbetarna. Med en utgångspunkt i Grounded Theory och tidigare forskningsresultat analyserades materialet. Ur projektledarnas berättelser framträdde tre förhållningssätt. Dessa är tillit, tillgänglighet och tolerans. De ligger till grund för vår modell om hur projektledarna i det undersökta fallet agerar för att främja kreativiteten hos medarbetarna. Dessutom visade det sig att motivation och kommunikation var två viktiga verktyg för att skapa förutsättningar för kreativitet hos medarbetarna. Vår slutsats kan beskrivas på följande sätt: Motivation ger förutsättningar för kreativt tänkande. Genom att bygga en organisation där projektledarna visar tillit till medarbetarnas förmåga, och låter tolerans vara ett ledord för kollaboration, arbetar projektledarna för att höja medarbetarnas motivation. Därmed skapas förutsättningar för kreativitet hos medarbetarna i detta distansbaserade projekt. Kommunikation är en förutsättning för kreativt skapande i projektet och virtuella kommunikationsmedel ett sätt att öka tillgängligheten.
Geithner, Silke, and Daniela Menzel. "Effectiveness of Learning Through Experience and Reflection in a Project Management Simulation." Sage, 2016. https://tud.qucosa.de/id/qucosa%3A35394.
Full textMatsunaga, Roberta Mayumi 1985. "Desenvolvimento de um jogo educativo para crianças com hemofilia : Developing an educational game for children with hemophilia." [s.n.], 2013. http://repositorio.unicamp.br/jspui/handle/REPOSIP/267767.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Tecnologia
Made available in DSpace on 2018-08-22T02:03:37Z (GMT). No. of bitstreams: 1 Matsunaga_RobertaMayumi_M.pdf: 3732769 bytes, checksum: 7473b0451c343a4a40d122deb213a2eb (MD5) Previous issue date: 2013
Resumo: De acordo com o último levantamento do Ministério da Saúde, o número de indivíduos com hemofilia cadastrados no Brasil era de 9.978 em 2010 (Ministério da Saúde, 2013), o que torna o Brasil o país com o terceiro maior número de indivíduos identificados com doença. Sendo a hemofilia uma doença que acomete o indivíduo desde o nascimento, é fundamental que a criança conheça suas limitações para ter um desenvolvimento físico saudável. Isso requer cuidados especiais a fim de evitar episódios de traumatismos que podem comprometê-la quando adulta. As crianças com hemofilia carecem de material educativo de qualidade sobre a doença e suas problemáticas. Com o intuito de informar essas crianças de forma lúdica e motivadora, o presente trabalho propõe o desenvolvimento do protótipo de um jogo educativo, denominado Hemotion, que contém informações sobre a doença. A intenção é que o jogo seja um meio lúdico de informar, esclarecer e incentivar comportamentos adequados das crianças em relação à doença que irão enfrentar por toda a vida. Trata-se de um Projeto multidisciplinar que foi desenvolvido no Laboratório de Informática, Aprendizagem e Gestão da Faculdade de Tecnologia (LIAG-FT) em conjunto com a Unidade de Hemofilia do Hemocentro, ambos da Universidade Estadual de Campinas (UNICAMP). Os desenvolvedores contam com o apoio da equipe multidisciplinar do Hemocentro, que é composta por médicos, fisioterapeutas, enfermeiros, pedagogos e psicólogos
Abstract: The Ministério da Saúde published that in Brazil there are around 9.978 people with hemophilia in the country is the third with the largest number of individuals with this disease. Hemophilia is a disease that affects the individual from birth, so it is fundamental that the child learns his limitation in order to have a healthy physical development. This requires special care to avoid episodes of trauma that may compromise the child as an adult. However, children who suffer from hemophilia do not have quality educational material on hemophilia and it's problematic. In order to inform these children in a ludic and motivating way, this project aims to develop a prototype of an educational game, called Hemotion that will have information about the disease. The intention is that the works in an entertaining way to inform enlighten and encourage appropriate behaviors of children in relation to the disease they will face throughout life. It is a multidisciplinary project that was developed in the Laboratório de Informática, Aprendizagem e Gestão da Faculdade de Tecnologia together with the a Unidade de Hemofilia do Hemocentro, both from the Universidade de Campinas. To support the project, the developers will have the assistance of the multidisciplinary team of the Hemocentro that is composed by doctors, physiotherapists, nurses, educators and psychologists
Mestrado
Tecnologia e Inovação
Mestre em Tecnologia
Books on the topic "Game project management"
1966-, Novak Jeannie, ed. Game development essentials: Game project management. Clifton Park, NY: Thomson Delmar Learning, 2007.
Find full textAndrew, Martin. Project management game: A project simulation for management training and team building. Coventry: University of Warwick. Warwick Business School Research Bureau, 1998.
Find full textStakeholder engagement: The game changer for program management. Boca Raton: CRC Press, Taylor & Francis Group, 2015.
Find full textGame Harvesting Project Western Ngwaketse Southern District. Western Ngwaketsi, Southern District, Game Harvesting Project: Financial and economic analysis. [Gaborone: s.n., 1989.
Find full textSeth, Spaulding. Team leadership in the game industry. Boston, MA: Course Technology, 2009.
Find full textSeth, Spaulding. Team leadership in the game industry. Boston, MA: Course Technology, 2009.
Find full textU.S. Fish and Wildlife Service. Office of Migratory Bird Management., ed. Webless Migratory Game Bird Research Program: Project abstracts, 1997. Denver, CO (PO Box 25486 DFC, Denver 80225-0486): U.S. Fish and Wildlife Service, Office of Migratory Bird Management, 1998.
Find full textU.S. Fish and Wildlife Service. Office of Migratory Bird Management., ed. Webless Migratory Game Bird Research Program: Project abstracts, 1999. Denver, CO (PO Box 25486 DFC, Denver 80225-0486): U.S. Fish and Wildlife Service, Office of Migratory Bird Management, 2000.
Find full textBook chapters on the topic "Game project management"
Cooper, Jonathan. "Our Project: Animation Team Management." In Game Anim Video Game Animation Explained, 209–20. Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22299-12.
Full textSilvius, Gilbert. "Change the Game: Sustainability in Projects and Project Management." In Green Business Process Management, 161–77. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-27488-6_10.
Full textDing, Jie. "A Study of Construction Project Conflict Management Based on Evolutionary Game Theory." In Computational Risk Management, 321–26. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15243-6_37.
Full textZhang, Guo-jun, and Yun-li Gao. "An Evolutionary Game Model for the Risk Management Cooperation Among the Project Participants." In Computational Risk Management, 153–59. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15243-6_18.
Full textSivakovska, Olena, Mykola Rudynets, Andrii Yashchuk, Rostyslav Redko, and Oleg Zabolotnyi. "Project Safety Management Systems of Students with 3D Game Development." In 5th EAI International Conference on Management of Manufacturing Systems, 459–68. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-67241-6_36.
Full textHussein, Bassam. "Using Game-Based Learning to Prompt Reflective and Holistic Thinking in Project Management." In Smart Pedagogy of Game-based Learning, 71–84. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-76986-4_5.
Full textXu, Fei, and Hong Ren. "Real Estate Project Quality Control Mechanism Based on Stackelberg Game." In International Asia Conference on Industrial Engineering and Management Innovation (IEMI2012) Proceedings, 747–55. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38445-5_77.
Full textLui, Richard W. C., Hareton K. N. Leung, Vincent T. Y. Ng, and Philip T. Y. Lee. "PMS – A Simulation Game for Interactive Learning of Software Project Management." In Communications in Computer and Information Science, 104–15. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-662-46158-7_11.
Full textCalderón, Alejandro, Mercedes Ruiz, and Rory V. O’Connor. "ProDecAdmin: A Game Scenario Design Tool for Software Project Management Training." In Communications in Computer and Information Science, 241–48. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64218-5_19.
Full textMohan, Akash, Pranalika Arya, and Sandeep Athavale. "Building Virtual World for a Project Management Game – A Case Study." In Advances in Computer Entertainment Technology, 746–60. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76270-8_51.
Full textConference papers on the topic "Game project management"
Gonen, Amnon, and Uriel Israeli. "New results using project management simulation game." In 2016 IEEE International Conference on Management of Innovation and Technology (ICMIT). IEEE, 2016. http://dx.doi.org/10.1109/icmit.2016.7605050.
Full textBARAS, Cleo, Remy CHOLLET, and Jerome MARTIN. "Learning project management skills through game programming." In 2017 27th EAEEIE Annual Conference (EAEEIE). IEEE, 2017. http://dx.doi.org/10.1109/eaeeie.2017.8768727.
Full textLino, Jose Eduardo Nunes, Marco Antonio Paludo, Fabio Vinicius Binder, Sheila Reinehr, and Andreia Malucelli. "Project management game 2D (PMG-2D): A serious game to assist software project managers training." In 2015 IEEE Frontiers in Education Conference (FIE). IEEE, 2015. http://dx.doi.org/10.1109/fie.2015.7344168.
Full textSluka, Inese. "Project manager's competences game: How does it work?" In Proceedings of the 5th IPMA SENET Project Management Conference (SENET 2019). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/senet-19.2019.26.
Full text"Co-Creating Educational Project Management Board Games to Enhance Student Engagement." In 13th EuropeanConference on Game Based Learning. ACI, 2020. http://dx.doi.org/10.34190/gbl.20.057.
Full textMiler, Jakub, and Agnieszka Landowska. "Designing effective educational games - a case study of a project management game." In 2016 Federated Conference on Computer Science and Information Systems. IEEE, 2016. http://dx.doi.org/10.15439/2016f434.
Full textZhu, Lei, and Chua David K. H. "Game Theory-based Model for Insurance Pricing in Public-Private-Partnership Project." In International Conference on Engineering, Project, and Production Management. Association of Engineering, Project, and Production Management, 2012. http://dx.doi.org/10.32738/ceppm.201209.0016.
Full textChua, David K. H., Qui T. Nguyen, and Ker-Wei Yeoh. "PLAN-IT – A GAME APPROACH TO TEACHING LAST PLANNER METHODOLOGY AND LEAN CONSTRUCTION." In International Conference on Engineering, Project, and Production Management. Association of Engineering, Project, and Production Management, 2013. http://dx.doi.org/10.32738/ceppm.201310.0003.
Full textYun, Chen, and He Ling. "Chaos Game Model of Knowledge Learning in Large-Scale Project Teams." In 2009 International Conference on Information Management, Innovation Management and Industrial Engineering. IEEE, 2009. http://dx.doi.org/10.1109/iciii.2009.336.
Full textZou, Wan-Ling, and Shan Wu. "Game Behavior Analysis of Project Bidding Period Under Agent-Construction System." In 2014 International Conference on Management Science and Management Innovation (MSMI 2014). Paris, France: Atlantis Press, 2014. http://dx.doi.org/10.2991/msmi-14.2014.122.
Full textReports on the topic "Game project management"
Granetto, Paul J., Patricia A. Marsh, Byron B. Harbert, Jeffrey A. Lee, Samuel R. Mensch, Jason T. Hamilton, and William F. Kissler. Financial Management: Development and Management of the Army Game Project. Fort Belvoir, VA: Defense Technical Information Center, August 2005. http://dx.doi.org/10.21236/ada471994.
Full textBerger, Matthew T., and Steven L. Judd. Hellsgate Big Game Winter Range Wildlife Mitigation Site Specific Management Plan for the Hellsgate Project. Office of Scientific and Technical Information (OSTI), January 1999. http://dx.doi.org/10.2172/751953.
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