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.
Full textde 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.
Full textWanick, 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.
Full textKholodylo, 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.
Full textStatham, 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.
Full textTai, 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.
Full textTakahashi, 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.
Full textLanier, 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.
Full textvan 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.
Full textSuau, 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.
Full textSołodki, Paweł. "Digital docu-games, czyli cyfrowe gry dokumentalne." Panoptikum, no. 24 (October 20, 2020): 10–27. http://dx.doi.org/10.26881/pan.2020.24.06.
Full textBacke, Hans-Joachim. "Within the Mainstream: An Ecocritical Framework for Digital Game History // Dentro del canon: Un marco ecocrítico para la historia del videojuego digital." Ecozon@: European Journal of Literature, Culture and Environment 8, no. 2 (2017): 39–55. http://dx.doi.org/10.37536/ecozona.2017.8.2.1362.
Full textFisher, Kristie J., Tim Nichols, Katherine Isbister, and Tom Fuller. "Quantifying “Magic”." International Journal of Gaming and Computer-Mediated Simulations 6, no. 1 (2014): 26–40. http://dx.doi.org/10.4018/ijgcms.2014010102.
Full textShih, Shen-Guan, Tsung-Pao Hu, and Ching-Nan Chen. "A game theory-based approach to the analysis of cooperative learning in design studios." Design Studies 27, no. 6 (2006): 711–22. http://dx.doi.org/10.1016/j.destud.2006.05.001.
Full textKawasaki, Akira. "Seoul Olympic game. 3. International Broadcasting Center & unilateral studios. 4. Open studio in the Seoul sports complex." Journal of the Institute of Television Engineers of Japan 43, no. 2 (1989): 122–24. http://dx.doi.org/10.3169/itej1978.43.122.
Full textBerg Marklund, Björn, Henrik Engström, Marcus Hellkvist, and Per Backlund. "What Empirically Based Research Tells Us About Game Development." Computer Games Journal 8, no. 3-4 (2019): 179–98. http://dx.doi.org/10.1007/s40869-019-00085-1.
Full textMuroi, Kenzo, and Tomotsune Ito. "Seoul Olympic game. 3. International Broadcasting Center & unilateral studios. 2. Technical facilities of the SLOJP." Journal of the Institute of Television Engineers of Japan 43, no. 2 (1989): 117–20. http://dx.doi.org/10.3169/itej1978.43.117.
Full textYoshizawa, Yukihiko. "Seoul Olympic game. 3. International Broadcasting Center & unilateral studios. 3. Micro routes in Seoul City." Journal of the Institute of Television Engineers of Japan 43, no. 2 (1989): 120–22. http://dx.doi.org/10.3169/itej1978.43.120.
Full textMuroi, Kenzo, and Tomotsune Ito. "Seoul Olympic game. 3. International Broadcasting Center & unilateral studios. 1. Host broadcaster of the Seoul Olympics." Journal of the Institute of Television Engineers of Japan 43, no. 2 (1989): 115–17. http://dx.doi.org/10.3169/itej1978.43.115.
Full textArsenault, Dominic, and Louis-Martin Guay. "Exploration, colonisation et développement durable." Le jeu vidéo au Québec 14, no. 23 (2021): 36–54. http://dx.doi.org/10.7202/1078727ar.
Full textBrown, Alexander L., Colin F. Camerer, and Dan Lovallo. "To Review or Not to Review? Limited Strategic Thinking at the Movie Box Office." American Economic Journal: Microeconomics 4, no. 2 (2012): 1–26. http://dx.doi.org/10.1257/mic.4.2.1.
Full textTang, Ming, and Dihua Yang. "Real-Time Visualization in the Design Context." Open House International 32, no. 2 (2007): 7–16. http://dx.doi.org/10.1108/ohi-02-2007-b0002.
Full textMoiseeva, Olga Aleksandrovna, Olga Aleksandrovna Filippova, Vladimir Gennadievich Ponomarev, and Irina Veniaminovna Polozhentseva. "Orientation of Target Audience to Selection of Engineering Specialization in Institutions of Supplemental Education." SHS Web of Conferences 79 (2020): 02029. http://dx.doi.org/10.1051/shsconf/20207902029.
Full textTseng, Fan-Chen, and Ching-I. Teng. "Online Gamers' Preferences for Online Game Charging Mechanisms." International Journal of E-Business Research 11, no. 1 (2015): 23–34. http://dx.doi.org/10.4018/ijebr.2015010102.
Full textBaranchuk, Nina, Seethu Seetharaman, and Andrei Strijnev. "Revenue Sharing Vertical Contracts in the Movie Industry: A Theoretical Analysis." Review of Marketing Science 17, no. 1 (2019): 81–116. http://dx.doi.org/10.1515/roms-2019-0059.
Full textChess, Shira, Nathaniel J. Evans, and Joyya JaDawn Baines. "What Does a Gamer Look Like? Video Games, Advertising, and Diversity." Television & New Media 18, no. 1 (2016): 37–57. http://dx.doi.org/10.1177/1527476416643765.
Full textCampagna, Federico. "Games | Game Design | Game Studies: An Introduction." Design Issues 34, no. 2 (2018): 83–84. http://dx.doi.org/10.1162/desi_r_00488.
Full textClapperton, Dale. "Electronic Contracts: A Law Unto Themselves?" Media International Australia 130, no. 1 (2009): 102–11. http://dx.doi.org/10.1177/1329878x0913000112.
Full textSheridan, Kimberly M., Kevin Clark, and Asia Williams. "Designing Games, Designing Roles." Urban Education 48, no. 5 (2013): 734–58. http://dx.doi.org/10.1177/0042085913491220.
Full textPlothe, Theo. "Bearded Dragons at Play." Exchanges: The Interdisciplinary Research Journal 7, no. 3 (2020): 1–13. http://dx.doi.org/10.31273/eirj.v7i3.523.
Full textFernández Ruiz, Marta, and David García-Reyes. "Blacksad: Under the Skin. Transmedia y ludificación como experiencia cultural." Revista de Comunicación 20, no. 2 (2021): 131–47. http://dx.doi.org/10.26441/rc20.2-2021-a7.
Full textChen, Yu. "Studies on Web Game Interface Design." Applied Mechanics and Materials 401-403 (September 2013): 1756–59. http://dx.doi.org/10.4028/www.scientific.net/amm.401-403.1756.
Full textVetushinskiy, A. S., and A. S. Salin. "Game Studies in Russia: Eight Year." Sociology of Power 32, no. 3 (2020): 8–13. http://dx.doi.org/10.22394/2074-0492-2020-3-8-13.
Full textTomkinson, Sian. "Video games through the refrain: Innovation and familiarity." Journal of Gaming & Virtual Worlds 12, no. 3 (2020): 287–302. http://dx.doi.org/10.1386/jgvw_00020_1.
Full textJančič, Polona, and Vlasta Hus. "Teaching Social Studies With Games." International Journal of Game-Based Learning 8, no. 2 (2018): 68–79. http://dx.doi.org/10.4018/ijgbl.2018040106.
Full textVesa, Mikko, Juho Hamari, J. Tuomas Harviainen, and Harald Warmelink. "Computer Games and Organization Studies." Organization Studies 38, no. 2 (2016): 273–84. http://dx.doi.org/10.1177/0170840616663242.
Full textLiu, Haitao, and Qiang Zhang. "Cooperative games with additive multiple attributes." Journal of Intelligent & Fuzzy Systems 41, no. 1 (2021): 1135–50. http://dx.doi.org/10.3233/jifs-210088.
Full textHsu, Hao. "Localization and culturalization for a history-based game." Journal of Internationalization and Localization 7, no. 1-2 (2020): 28–48. http://dx.doi.org/10.1075/jial.20007.hsu.
Full textCarbone, Marco Benoît, Paolo Ruffino, and Stéphane Massonet. "Introduction: The Other Caillois: The Many Masks of Game Studies." Games and Culture 12, no. 4 (2017): 303–20. http://dx.doi.org/10.1177/1555412016685630.
Full textWibowo, Tony. "Music Effect Studies in The Experience of Playing Video Games with Qualitative and Quantitative Approaches." JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING 3, no. 1 (2019): 48. http://dx.doi.org/10.31289/jite.v3i1.2598.
Full textBosman, Frank G. "Finding Faith between the Sciences: The Cases of ‘The Outer Worlds’ and ‘Mass Effect: Andromeda’." AUC THEOLOGICA 11, no. 1 (2021): 145–61. http://dx.doi.org/10.14712/23363398.2021.8.
Full textYamamoto, Tatsuki, Hiromu Ito, Momoka Nii, Takuya Okabe, Satoru Morita, and Jin Yoshimura. "A single ‘weight-lifting’ game covers all kinds of games." Royal Society Open Science 6, no. 11 (2019): 191602. http://dx.doi.org/10.1098/rsos.191602.
Full textGualeni, Stefano. "Fictional games and utopia." Science Fiction Film & Television: Volume 14, Issue 2 14, no. 2 (2021): 187–207. http://dx.doi.org/10.3828/sfftv.2021.13.
Full textMoore, Christopher. "Mapping Persona and Games." Persona Studies 6, no. 2 (2021): 1–6. http://dx.doi.org/10.21153/psj2020vol6no2art1038.
Full textLinderoth, Jonas, and Björn Sjöblom. "Being an Educator and Game Developer: The Role of Pedagogical Content Knowledge in Non-Commercial Serious Games Production." Simulation & Gaming 50, no. 6 (2019): 771–88. http://dx.doi.org/10.1177/1046878119873023.
Full textHamlen, Karla R. "Understanding Children’s Choices and Cognition in Video Game Play." Zeitschrift für Psychologie 221, no. 2 (2013): 107–14. http://dx.doi.org/10.1027/2151-2604/a000136.
Full textHarviainen, J. Tuomas, Ashley M. L. Brown, and Jaakko Suominen. "Three Waves of Awkwardness: A Meta-Analysis of Sex in Game Studies." Games and Culture 13, no. 6 (2016): 605–23. http://dx.doi.org/10.1177/1555412016636219.
Full textCaserman, Polona, Katrin Hoffmann, Philipp Müller, et al. "Quality Criteria for Serious Games: Serious Part, Game Part, and Balance." JMIR Serious Games 8, no. 3 (2020): e19037. http://dx.doi.org/10.2196/19037.
Full textSmith, Jonas Heide, and Sine Nørholm Just. "Playful Persuasion." Nordicom Review 30, no. 2 (2009): 53–68. http://dx.doi.org/10.1515/nor-2017-0151.
Full textAreizaga Blanco, Ander, and Henrik Engström. "Patterns in Mainstream Programming Games." International Journal of Serious Games 7, no. 1 (2020): 97–126. http://dx.doi.org/10.17083/ijsg.v7i1.335.
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