Academic literature on the topic 'Game studios'

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Journal articles on the topic "Game studios"

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Tan, Wee Hoe, Sean Neill, and Sue Johnston-Wilder. "How do Professionals’ Attitudes Differ between what Game-Based Learning could Ideally Achieve and what is Usually Achieved." International Journal of Game-Based Learning 2, no. 1 (2012): 1–15. http://dx.doi.org/10.4018/ijgbl.2012010101.

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This paper compares the results of two surveys conducted between July 2009 and January 2010 with 45 subject matter experts (SMEs) and 41 game experts in the UK. The surveys examine the attitudes and attitude differences of the participants towards teachers who use games in the classroom and studios that produced educational games. The findings revealed respondents’ attitudes were statistically significantly less positive—comparing ideal conditions to usual practice—for the issues studied. The SMEs were unaware of the problems faced by educational game studios, which could lead to a scenario wh
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de Smale, Stephanie, Martijn J. L. Kors, and Alyea M. Sandovar. "The Case of This War of Mine: A Production Studies Perspective on Moral Game Design." Games and Culture 14, no. 4 (2017): 387–409. http://dx.doi.org/10.1177/1555412017725996.

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This article reports on a study with 11 bit studios and their game, This War of Mine. Rather than a formal analysis of the game, our objective was to situate the research in game production studies by documenting the design context (gamework) and designer perceptions about the game that inform morally complex gameplay. The research was conducted with four team members of 11 bit studios: a senior game designer, a writer, a senior writer (with stakes in marketing), and a quality assurance lead. We employed reflective interviewing techniques and visual methods to better understand how moral gamep
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Wanick, Vanissa, and Chaiane Bitelo. "Exploring the use of participatory design in game design: a Brazilian perspective." International Journal of Serious Games 7, no. 3 (2020): 3–20. http://dx.doi.org/10.17083/ijsg.v7i3.358.

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This paper reviews the current body of literature on participatory design (PD) for game design, including participatory design elements, participatory design in education, and the current challenges that game designers and developers encountered. This paper also contains the findings of a survey among game designers in Brazil (N=29) concerning their use of participatory design techniques during the design process in their studios. The survey results show that playtesting is the most common technique that they utilise in order to improve player experience. Several of the respondents admitted th
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Kholodylo, Marta, and Christine Strauss. "Independent Game Developers and Their Expectations Towards Recommender Systems." Journal of Data Intelligence 1, no. 3 (2020): 301–18. http://dx.doi.org/10.26421/jdi1.3-1.

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Electronic recommender systems and digital distribution as such have transformed many industries. Digital games is one of those industries where the transformation is particularly evident, as more and more games are appearing on the market, and most of the titles are published by independent game developers. Due to electronic recommender systems developers can now self-publish their content without the mediation of third parties and additional costs for their services. This change has significantly decreased the costs of game production, distribution, and marketing, allowing more studios to en
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Statham, Nataska. "Use of Photogrammetry in Video Games: A Historical Overview." Games and Culture 15, no. 3 (2018): 289–307. http://dx.doi.org/10.1177/1555412018786415.

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In 2014, the developers of The Vanishing of Ethan Carter revealed that the stunning settings in the game were created using photogrammetry, a modeling technique up to then generally disregarded as being too cumbersome for the technical limitations of game engines. Shortly after, EA DICE announced that its 2015 flagship title Star Wars Battlefront would be adopting photogrammetry extensively not only to capture key props and costumes but also to recreate key locations beloved to Star Wars fans. Since then, the games industry has been flooded with articles, tutorials, and new software dedicated
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Tai, Zixue, and Fengbin Hu. "Play between love and labor: The practice of gold farming in China." New Media & Society 20, no. 7 (2017): 2370–90. http://dx.doi.org/10.1177/1461444817717326.

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This article scrutinizes the widespread practice of gold farming in China through two-plus years of field research conducted in 13 gold farming studios across five cities involving 64 participants. Informed by current research and theoretical deliberations on digital labor and co-creative production, the analysis offers insight on the rationales, motivations, and perceptions of gold farming through the practitioners’ perspectives of studio owners, managers, and players. It also explores the role of gold farm studios in the business cycle. Our discussion contextualizes gold farming as a special
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Takahashi, Mutsuo, Yasuo Yano, Toshio Kobayashi, Yukihiko Yoshizawa, Kenichiro Goto, and Shozo Hozumi. "Seoul Olympic game. 3. International Broadcasting Center & unilateral studios. 5. Unilateral studios of the IBC." Journal of the Institute of Television Engineers of Japan 43, no. 2 (1989): 124–27. http://dx.doi.org/10.3169/itej1978.43.124.

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Lanier, Susie, and Sharon Barrs. "Activities for Students: Let's Play Plinko: A Lesson in Simulations and Experimental Probabilities." Mathematics Teacher 96, no. 9 (2003): 626–33. http://dx.doi.org/10.5951/mt.96.9.0626.

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Fans of the television game show The Price is Right call Plinko their favorite pricing game. Although traveling to the CBS studios in Los Angeles, California, to be a contestant on The Price Is Right is only a dream for most students, the exciting game of Plinko can be used to teach students such mathematics as simulations and experimental probabilities.
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van der Vegt, Wim, Wim Westera, Enkhbold Nyamsuren, Atanas Georgiev, and Iván Martínez Ortiz. "RAGE Architecture for Reusable Serious Gaming Technology Components." International Journal of Computer Games Technology 2016 (2016): 1–10. http://dx.doi.org/10.1155/2016/5680526.

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For seizing the potential of serious games, the RAGE project—funded by the Horizon-2020 Programme of the European Commission—will make available an interoperable set of advanced technology components (software assets) that support game studios at serious game development. This paper describes the overall software architecture and design conditions that are needed for the easy integration and reuse of such software assets in existing game platforms. Based on the component-based software engineering paradigm the RAGE architecture takes into account the portability of assets to different operatin
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Suau, Cristian. "Minimum Game Plans: Eco-Design and Low-Tech Fabrication in Studios." Igra ustvarjalnosti - Creativity Game 2013, no. 01 (2013): 034–39. http://dx.doi.org/10.15292/iu-cg.2013.01.034-039.

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Dissertations / Theses on the topic "Game studios"

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Thayer, Alisha Lynn. "High Noon : a video game production pipeline for Chico State Game Studios /." [Chico, Calif. : California State University, Chico], 2009. http://hdl.handle.net/10211.4/105.

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Pickmans, León Jorge Tulio. "El Desarrollo de los videojuegos limeños y sus avances en la última década. Casos: Bamtang Games y Leap Game Studios." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/653214.

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El presente trabajo universitario desarrollado por Jorge Tulio Pickmans León, en calidad de estudiante de la facultad de Comunicaciones en la especialidad de Audiovisual y Medios Interactivos, de la Universidad Peruana de Ciencias Aplicadas, tiene como finalidad ser un trabajo de investigación con tema principal el desarrollo de videojuegos en el Perú, precisamente de Lima provincia, y cómo estos son vistos en un entorno internacional. Además de analizar los factores de desarrollo que están impulsando o retrasando esta joven industria. Para ello, se investigará el mercado y el público objetivo
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Zijlstra, Peter, and Christiaan Visser. "Developing Business Models in the Video Game Industry : An evaluation to strategic choices made by small and medium-sized development studios." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18618.

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Digitalization has given rise to new opportunities for small and medium-sized video game development studios. No longer bound by physical products and creative restrains, the de-veloper has been empowered with independency. This qualitative study is aimed to under-stand how a development studio develops their business model and how underlying strate-gy is formulated. Additionally we evaluate the degree of innovativeness of the business model in terms of radical and incremental innovation according to Damanpour (1991). To achieve this we present a comprehensive literature review as to gain a mo
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Reynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.

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Bendele, Rigby L. "NEGOTIATING MASCULINITY IN TABLETOP ROLEPLAYING GAME SPACES." VCU Scholars Compass, 2019. https://scholarscompass.vcu.edu/etd/5805.

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As video games and other gaming has become a popular media form, with 60% of Americans playing games daily (Entertainment Software Association [ESA], 2018), gaming communities have increased in size and participation. While scholarly research has consistently found that women are marginalized in these communities, little research has looked at how men see these communities. Research on homosociality shows that men use communities and relationships with other men to access masculinity (Bird, 1996; Dellinger, 2004; Houston, 2012). Building on game studies and masculinity studies, this research l
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Begy, Jason Scott. "Interpreting abstract games : the metaphorical potential of formal game elements." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/59570.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2010.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student submitted PDF version of thesis.<br>Includes bibliographical references (p. 91-92).<br>As cultural artifacts, abstract games offer unique challenges to critical interpretation. This is largely due to the fact that such games lack a fictional element: there are no characters, no settings, and no narratives to speak of. In this
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Hagvall, Martin. "RULES AND BEYOND: THE RESURGENCE OF PROCEDURAL RHETORIC : A Literature Review in Game Studies." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11615.

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How do games express meaning and participate in societal development? A significant contribution to the scholarly efforts that seek to answer such questions takes the rule-based properties of games as its starting point. Termed Procedural Rhetoric, the theory is tightly interwoven with major research questions in Game Studies, yet is under-researched and lacks clarity in several respects. This paper conducts an exploratory, qualitative literature review of the theory to address the lack of information about accumulated knowledge. It discovers new perspectives that may help chart a future for t
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Asad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.

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The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient means, like the aforementioned fragmentation and assemblage. The reader must decode the text. This is what I want to extract as a point of entry to my videogame analysis. The process of reading is not unlike the process of playing. Instead of linguistic structures, a player must navigate a game‟s internal rule system. The pleasure for both the reader and player comes from decoding the poem and game, respectively. I am not making claims that relati
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Czarnota, Jedrzej. "Co-creation, innovation and new service development : the case of the videogames industry." Thesis, University of Manchester, 2016. https://www.research.manchester.ac.uk/portal/en/theses/cocreation-innovation-and-new-service-development-the-case-of-the-videogames-industry(7f5ce406-cf93-41d0-9798-0f2c2ad3e315).html.

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Co-creation is a new approach to the development of videogames, films, television, music and other creative services. It is a manifestation of open innovation paradigm where the firm collaborates with customers in new service development (NSD) activities. Firm can either co-create with individual customers, or with customer communities. Customers may substantially contribute to ideation, design, production, testing, marketing or distribution of a new or existing service. Customer networks, because of their intrinsic and extrinsic motivations, contribute to the development of services. They hav
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Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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Books on the topic "Game studios"

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Sotamaa, Olli, and Jan Svelch, eds. Game Production Studies. Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.

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Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routin
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Rooms for fun: Home theaters, music studios, game rooms, and more. Collins Design, 2005.

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Beil, Benjamin, Thomas Hensel, and Andreas Rauscher, eds. Game Studies. Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-13498-3.

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W, Clingerman George, and ebrary Inc, eds. Professional Windows Phone 7 game development: Creating games using XNA Game Studio 4. Wiley, 2011.

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Booth, Paul. Game play: Paratextuality in contemporary board games. Bloomsbury Academic, 2015.

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Schleiner, Anne-Marie. Transnational Play. Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789463728904.

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Transnational Play approaches gameplay as a set of practices and a global industry that includes diverse participation from players and developers located within the global South, in nations outside of the First World. Players experience play in game cafes, through casual games for regional and global causes like environmentalism, through piracy and cheats, via cultural localization, on their mobile phones, and through urban playful art in Latin America. This book offers a reorientation of perspective on the global developers who make games, as well as the players who consume games, while stil
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Dovey, Jon. Game cultures: Computer games as new media. Open University Press, 2006.

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DiMarzio, J. F. Android Studio Game Development. Apress, 2015. http://dx.doi.org/10.1007/978-1-4842-1718-4.

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XNA game studio express: Developing games for Windows and the Xbox 360. Thomson Course Technology, 2008.

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La Hera, Teresa, Jeroen Jansz, Joost Raessens, and Ben Schouten, eds. Persuasive Gaming in Context. Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463728805.

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The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to en
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Book chapters on the topic "Game studios"

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Saveski, Grigorij Ljubin, Wim Westera, Li Yuan, et al. "What Serious Game Studios Want from ICT Research: Identifying Developers’ Needs." In Lecture Notes in Computer Science. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40216-1_4.

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Koutonen, Jussi, and Mauri Leppänen. "How Are Agile Methods and Practices Deployed in Video Game Development? A Survey into Finnish Game Studios." In Lecture Notes in Business Information Processing. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38314-4_10.

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Binark, Mutlu, and Günseli Bayraktutan. "A Critical Interpretation of a New “Creative Industry” in Turkey: Game Studios and the Production of a Value Chain." In Computer Games and New Media Cultures. Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_24.

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Gomez, Camilo, and Maria Alejandra Gonzalez-Perez. "Internationalization of Video-Game Studios from Emerging Markets: A Colombian Case Study Based on an Activity-Based View." In International Business in Latin America. Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137409126_8.

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Björk, Staffan, and José P. Zagal. "Game Design and Role-Playing Games." In Role-Playing Game Studies. Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-18.

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"Game Studios in Southeast Asia:." In Transnational Play. Amsterdam University Press, 2020. http://dx.doi.org/10.2307/j.ctv131bsvn.10.

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"Westwood Studios’ TIBERIAN SUN . . . . . . . . . . . . . . . . . . . by rade stojsavljevic." In Postmortems from Game Developer. Routledge, 2013. http://dx.doi.org/10.4324/9780080522159-14.

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"Lionhead Studios’ BLACK & WHITE . . . . . . . . . . . . . . . . . . . by peter molyneux." In Postmortems from Game Developer. Routledge, 2013. http://dx.doi.org/10.4324/9780080522159-19.

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"Presto Studios’ MYST III: EXILE . . . . . . . . . . . . . . . . . . . . . by greg uhler." In Postmortems from Game Developer. Routledge, 2013. http://dx.doi.org/10.4324/9780080522159-16.

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Schleiner, Anne-Marie. "Game Studios in Southeast Asia: From Outsourced to Culturally Customized Games." In Transnational Play. Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789463728904_ch07.

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In this chapter I conduct a regional tour of Southeast Asian game studios. Nations like Thailand have adopted primarily an outsourcing approach to game development, in the hopes of building up skillsets that could later be applied to locally developed games. Other developers located in Malaysia have focused on developing educational games, relying on a Tiger economic formula of cooperative state, industry, and educational alliances. Paradoxically, nations that are relatively more impoverished like Indonesia and Cambodia have developed original games drawn from their own local cultural fabric. Intended as a potential source of South to South game innovation. this chapter also investigates when developers opt to globalize for publics abroad, and when they design for more local players.
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Conference papers on the topic "Game studios"

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Xavier, Bruno, Davi Viana, and Rodrigo Santos. "Business Model for Brazilian Indie Game Studios in Game Software Ecosystems." In SBSI 2021: XVII Brazilian Symposium on Information Systems. ACM, 2021. http://dx.doi.org/10.1145/3466933.3466956.

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Kultima, Annakaisa, and Kati Alha. "The intertwined role of play at game studios." In AcademicMindtrek'17: Annual Academic Mindtrek Conference. ACM, 2017. http://dx.doi.org/10.1145/3131085.3131115.

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Leach, Ashley, and Shaowen Qin. "A Practical Cost Estimation Process for Game Development Project Management in Small Studios." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-36.

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Silva, Gabriel, Rodrigo Lins Rodrigues, Amadeu Sá Campos Filho, and Américo Amorim. "Discovery of Research Gaps in Game Learning Analytics Applications on Learning Processes." In Simpósio Brasileiro de Informática na Educação. Sociedade Brasileira de Computação, 2020. http://dx.doi.org/10.5753/cbie.sbie.2020.1203.

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The benefits of game applications in the field of education have been increasingly evident due to the use of Game Learning Analytics, which is the collection, analysis and extraction of information from data obtained through Serious Games. In this article, this article aims to carry out a systematic mapping in order to identify research gaps in studies that use Game Learning Analytics to analyze an educational process, analyzing the observed educational phenomenon, the algorithms or techniques used and the characteristics and number of participants. We understand that even though the Game Lear
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Ismael Flach, Guilherme, and Vinicius Hartmann Ferreira. "Clube de Desenvolvimento de Jogos - Um Curso Aberto de Desenvolvimento de Jogos." In Computer on the Beach. Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p585-587.

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The game development process, for digital and analog games alike,involves many different knowledge areas and because of it, couldhelp in increasing a diverse range of skills. In this context, thisarticle reports the experience of an extension project which offered,via an open to the public, online platform, a course about the basicconcepts of game development. In order to achieve that, a series oflivestreams were transmitted, in which a variety of game creationtopics were discussed, including, but not limited to: game design,probabilities studies, basic programming logic and resources usedin g
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Haziri, Fortesa, Lulzim Shabani, and Miloslava Chovancova. "Customer game experience impact on gamification and online purchasing." In Contemporary Issues in Business, Management and Economics Engineering. Vilnius Gediminas Technical University, 2019. http://dx.doi.org/10.3846/cibmee.2019.078.

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PPurpose – the purpose of the current research was to investigate the influence of the experience of players and no-players on their purchasing behavior in a gamified purchasing setting. Research methodology – PLS-SEM has been employed to investigate the effect of gaming on consumer behavior and analyze the data gathered via the questionnaire distributed online. Findings – unlike studies in different domains, where the positive impact of game experience in a gamified learning environment and purchasing intention towards gamified products has been highlighted, the results of this research revea
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Low, Pey-Yng. "Role of Social Interactions during Digital Game-based Learning in Science Education: A Systematic Review." In ASCILITE 2020: ASCILITE’s First Virtual Conference. University of New England, Armidale, 2020. http://dx.doi.org/10.14742/ascilite2020.0110.

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Digital games have been used for teaching science subjects; however, merely playing games does not guarantee that learning will take place. Educators need to scaffold the gameplay experience and integrate other instructional methods into the process to enhance and ensure learning. Social constructivism is one such approach. Although there are a number of studies on game-based learning, they focus more on the effectiveness of learning or the classification of learning outcomes rather than the mode of social interactions in game-based learning. A systematic review was carried out to identify the
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Mirza-Babaei, Pejman. "Data-driven gameplay experience balancing." In XIX Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/ihc.2020.14046.

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The overall aim of developing a game that is fun to play is often hard to achieve due to the complexities of the game development process. An accurate understanding of player behavior and their gameplay experiences can help identify and resolve any potential problem areas before release. In this keynote, I will use commercial case studies and academic research projects to provide a summary of my work in developing new evaluation methodologies, tools and data visualizations for games UX evaluation. I will discuss approaches and provide guidelines on how game developers and researchers can benef
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"Reverse Crescent Kick." In Happy Gorilla Game Studio Conference. Happy Gorilla Game Studios, 2020. http://dx.doi.org/10.2217/103325-media.

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Yang, Jinsuk, Green Bang, Kyoungsu Oh, and Ilju Ko. "A Design of Physically Interactive Game Studio for Throwing Games." In Proceedings of the Serious Games Conference 2014. Research Publishing Services, 2014. http://dx.doi.org/10.3850/978-981-09-0463-0_050.

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Reports on the topic "Game studios"

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Roschelle, Jeremy, Britte Haugan Cheng, Nicola Hodkowski, Julie Neisler, and Lina Haldar. Evaluation of an Online Tutoring Program in Elementary Mathematics. Digital Promise, 2020. http://dx.doi.org/10.51388/20.500.12265/94.

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Many students struggle with mathematics in late elementary school, particularly on the topic of fractions. In a best evidence syntheses of research on increasing achievement in elementary school mathematics, Pelligrini et al. (2018) highlighted tutoring as a way to help students. Online tutoring is attractive because costs may be lower and logistics easier than with face-to-face tutoring. Cignition developed an approach that combines online 1:1 tutoring with a fractions game, called FogStone Isle. The game provides students with additional learning opportunities and provides tutors with inform
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Tavakoli, Arash, Vahid Balali, and Arsalan Heydarian. How do Environmental Factors Affect Drivers’ Gaze and Head Movements? Mineta Transportation Institute, 2021. http://dx.doi.org/10.31979/mti.2021.2044.

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Studies have shown that environmental factors affect driving behaviors. For instance, weather conditions and the presence of a passenger have been shown to significantly affect the speed of the driver. As one of the important measures of driving behavior is the gaze and head movements of the driver, such metrics can be potentially used towards understanding the effects of environmental factors on the driver’s behavior in real-time. In this study, using a naturalistic study platform, videos have been collected from six participants for more than four weeks of a fully naturalistic driving scenar
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Owens, J. E., A. K. Vu, and B. K. Esser. California GAMA Special Study: Analysis of Carbamazepine, Oxcarbazepine and Metabolites as Wastewater Tracers in Water Resource Studies. Office of Scientific and Technical Information (OSTI), 2010. http://dx.doi.org/10.2172/1119929.

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Yatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.

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The article investigates functional techniques of extralinguistic expression in multimedia texts; the effectiveness of figurative expressions as a reaction to modern events in Ukraine and their influence on the formation of public opinion is shown. Publications of journalists, broadcasts of media resonators, experts, public figures, politicians, readers are analyzed. The language of the media plays a key role in shaping the worldview of the young political elite in the first place. The essence of each statement is a focused thought that reacts to events in the world or in one’s own country. Th
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