To see the other types of publications on this topic, follow the link: Game studios.

Journal articles on the topic 'Game studios'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Game studios.'

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.

1

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 text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
3

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
4

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
5

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
6

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
7

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
9

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
10

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
11

Sołodki, 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 text
Abstract:
In this paper, I would like to take a closer look at the hybrid genre of digi­tal documentary (“docu-game”), which is part of a larger group, the so-called “serious games”. Documentary games are both game-specific (rules, levels, op­ponents, measurable progress, rewards, etc.), and are also strongly based on the facts, playing educational and activist roles. They can be available through browsers, similar to hypertext websites, but are often designed for stationary or mobile consoles. In terms of genres, a significant range can also be observed: platform games, like Never Alone (2014, E-Line M
APA, Harvard, Vancouver, ISO, and other styles
12

Backe, 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 text
Abstract:
Ecocriticism of digital games has so far engaged with a rather small corpus of examples, predominantly from a prescriptive perspective and with a quite limited methodological toolkit. This essay systematizes and historicizes some of these commonly found limitations of past research and proposes methods for a more historically and generically diverse exploration of ecological thinking vis-à-vis digital games. The majority of discussions of games from an ecocritical perspective has applied concepts and frameworks borrowed from literature and film studies, thus privileging surface semiotics over
APA, Harvard, Vancouver, ISO, and other styles
13

Fisher, 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 text
Abstract:
In November 2010, Microsoft released the Kinect sensor as a new input device for the Xbox 360 gaming console, and more recently the “next generation” of Kinect was released in November 2013 as part of the Xbox One entertainment system. Kinect has the ability to detect multiple points of skeletal movement, differentiating among multiple simultaneous users. This ability enables users to control and interact with on-screen elements by moving their bodies in space (e.g., move characters, select menu items, manipulate virtual objects). Controllers or on-body sensors are not needed to use gesture in
APA, Harvard, Vancouver, ISO, and other styles
14

Shih, 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 text
APA, Harvard, Vancouver, ISO, and other styles
15

Kawasaki, 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 text
APA, Harvard, Vancouver, ISO, and other styles
16

Berg 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 text
Abstract:
Abstract This paper reviews empirically grounded research on practices in game development with the intent to give a comprehensive overview of contemporary development practices used in the video game industry. While there are many intangible elements that inform game development processes, this review specifically covers the more immediate practical challenges. The review covers a total of 48 papers published between 2006 and 2016, which were all subjected to thematic analysis by three reviewers. The results of the review show that an almost universal characteristic of game development is tha
APA, Harvard, Vancouver, ISO, and other styles
17

Muroi, 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 text
APA, Harvard, Vancouver, ISO, and other styles
18

Yoshizawa, 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 text
APA, Harvard, Vancouver, ISO, and other styles
19

Muroi, 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 text
APA, Harvard, Vancouver, ISO, and other styles
20

Arsenault, 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 text
Abstract:
In this article, we will sketch a historical portrait of the video game sector in Quebec, both on the geographical plane (from Montreal to Quebec City through Trois-Rivières and other off-centred studios) and for different firm types (from the large studios to independent developers and amateurs). This historical overview will shed light on the challenges and characteristics of this sector which straddles both the technology and cultural industries in three stages : 1) the explorations of amateur entrepreneurs and enthusiasts; 2) the colonisation by large foreign firms and the injection of for
APA, Harvard, Vancouver, ISO, and other styles
21

Brown, 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 text
Abstract:
Film studios occasionally withhold movies from critics before their release. These cold openings provide a natural setting to apply laboratory-developed models of limited strategic thinking to the field. In a set of 1,303 widely released movies, cold opening is correlated with a 10–30 percent increase in domestic box-office revenue, and a pattern of fan disappointment, consistent with the hypothesis that some moviegoers do not infer low quality from cold opening. While selection and endogeneity may play a role in these regressions, the full pattern of results is consistent with level-k and cog
APA, Harvard, Vancouver, ISO, and other styles
22

Tang, 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 text
Abstract:
Having been a promising visualization tool since 1950s, ironically, virtual reality is not widely used in the architectural design and evaluation process due to several constrains, such as the high cost of equipments and advanced programming skills required. This paper described the collaboration between design computing courses and architecture design studios that have been taught at Savannah College of Art and Design (SCAD) in 2004 and 2005. These courses explored several practical methods to integrate Low Cost Virtual Reality Aided Design (LC-VRAD) in the architectural design process. As a
APA, Harvard, Vancouver, ISO, and other styles
23

Moiseeva, 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 text
Abstract:
This article analyzes the issue of motivating parents upon making decision about selection of supplemental education in the light of importance of propaganda of engineering specialization as a factor of state competitiveness. This work is aimed at revealing promotional methods of motivating parents to select educational robotics as supplemental education for a child. The experimental methods are comprised of comparative analysis of approaches by child’s robotics studios to promotion of engineering specialization among target audience and sociological survey among parents interested in educatio
APA, Harvard, Vancouver, ISO, and other styles
24

Tseng, 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 text
Abstract:
Online games construct a virtual world where gamers can explore and experience various exciting environments. However, studies on gamer behavior rarely investigated the relationships between motivations and spending for online games. Understanding these relationships helps online game service providers manage gamers' motivations and develop better revenue models. This study investigated the relationships between one core motivation for playing online games—exploration motivation—and online gamers' willingness to spend for online games. Analytical results indicated that exploration motivation i
APA, Harvard, Vancouver, ISO, and other styles
25

Baranchuk, 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 text
Abstract:
Abstract For many years, the movie industry has been characterized by a unique (compared to other industries) type of vertical contracting practice, called sliding-scale contracting whereby the distributor (studio) takes a much larger (usually around 70%) share of box-office revenues than the exhibitor (theater) in the week of a movie’s release, with the exhibitor’s share increasing, in gradual steps, over subsequent weeks. In this paper, we propose a game-theoretic model that provides a new rationale for these contracting choices. Specifically, we show that these contracts effectively resolve
APA, Harvard, Vancouver, ISO, and other styles
26

Chess, 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 text
Abstract:
Recent years have seen changes to the video game industry and the image of video game players. There are more games on the market and a larger variety of ways to play those games. Yet, despite market shifts, authors such as Shaw demonstrate that there are still tensions surrounding gamer identification. Even as next-generation systems (such as the Xbox One, the PlayStation 4, and the Wii U) and casual gaming take hold of the market, tension remains between the perceptions of who is playing versus the reality of actual players. In our study, we perform a content analysis of video game commercia
APA, Harvard, Vancouver, ISO, and other styles
27

Campagna, 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 text
APA, Harvard, Vancouver, ISO, and other styles
28

Clapperton, Dale. "Electronic Contracts: A Law Unto Themselves?" Media International Australia 130, no. 1 (2009): 102–11. http://dx.doi.org/10.1177/1329878x0913000112.

Full text
Abstract:
Electronic contracts, however described, are everywhere in the digital environment. In computer games, they govern the relationship not only between the gamer and the game publisher, but the gamer and the game. Yet, despite their ubiquity, their substantive content receives relatively little attention. Consumers assent without reading them, and publishers and their lawyers adopt oppressive contracts, seemingly without thought for the rights of their customers. Whether a market failure or a rational response, electronic contracting seems to be stuck in a vicious cycle of apathy and indifference
APA, Harvard, Vancouver, ISO, and other styles
29

Sheridan, 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 text
Abstract:
Collaboration (GDMC), an informal education program in 3D computer modeling and 2D interactive game design serving primarily African American youth aged 7 to 19 years in the Washington, D.C. metro area, transformed from a program designed and taught by adults to one designed and taught by youth. In Year 1, 8% of youth participants held a leadership role; by Year 4, 30% of youth participants did. Moreover, the nature of these roles transformed, with youth increasingly taking on responsibilities formerly held by adults. In this qualitative study, the authors describe and seek to understand this
APA, Harvard, Vancouver, ISO, and other styles
30

Plothe, 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 text
Abstract:
Animals have long appeared as the subjects and characters in digital games, but game studies scholars have rarely considered animals as players of digital games. This paper examines the mobile digital game Ant Smasher and YouTube videos of bearded dragons playing the game. This article advocates for the inclusion of these bearded dragons in gamerspace as not only a personification of the gamer within the space but as a conduit for play, a channel for gamers to breach the boundaries of gamerspace – the cultural and discursive space surrounding digital games that negotiates the relationship betw
APA, Harvard, Vancouver, ISO, and other styles
31

Fernández 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 text
Abstract:
La convergencia mediática y la transmedialidad han supuesto que los mundos de ficción desarrollados originalmente en las novelas gráficas tiendan an expandirse en medios más actuales como los videojuegos, donde los entornos y los personajes se vuelven jugables y los elementos de la narración se entrelazan con las mecánicas y las reglas del juego. Este trabajo tiene como objeto estudiar la saga de novelas gráficas Blacksad (Díaz Canales y Guarnido, 2001) y el videojuego Blacksad: Under the Skin (Pendulo Studios, 2019) con el fin de arrojar luz sobre cómo la narración de las novelas gráficas se
APA, Harvard, Vancouver, ISO, and other styles
32

Chen, 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 text
Abstract:
WebGame translated into Chinese is "web game", "web game" user interface uses browser as direct media to communicate with game and users, which has big difference with interface design of other games. Web game has huge potential audience, it simplifies game experience process to the extreme. The industry has recently treats browser as a virtual operating system, which makes a better prospect for web games. We hope that we have come to effective principles and methods and can guide future web game interface design.
APA, Harvard, Vancouver, ISO, and other styles
33

Vetushinskiy, 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 text
APA, Harvard, Vancouver, ISO, and other styles
34

Tomkinson, 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 text
Abstract:
The video game market is dominated by numerous franchises and many players lament that games are becoming boring and repetitive. However it is evident that players desire these games, which sell well. This article suggests that Deleuze and Guattari’s refrain can help explain why players desire repetition in games, and what kinds of risks and potentials it can provide. Specifically, in regard to gameplay I consider elements including genre and mechanics, and player’s desire to re-experience games. To explore repetition in players I consider game communities and the gamer identity, which can ope
APA, Harvard, Vancouver, ISO, and other styles
35

Jančič, 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 text
Abstract:
Social studies is a class students encounter in the fourth and fifth grades of primary school in Slovenia. It includes goals from the fields of geography, sociology, history, ethnology, psychology, economy, politics, ethics, aesthetics, and ecology. Among other didactic recommendations in the national curriculum for teaching, social studies include experiential learning with games. Game-based learning enables an optimal learning environment for students. The purpose of this article is to examine representation of games in social studies in primary school. The research sample consisted of 290 s
APA, Harvard, Vancouver, ISO, and other styles
36

Vesa, 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 text
Abstract:
Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophisticated computer games connected by networks are turning into spaces for organizing. Therefore, it may not be surprising that conventional organizations are now scrounging these games for novel ways to enhance efficiency. The result is the formation of game/organization hybrids; uneasy recontextualizations of partly incompatible ideas, values and practices. We begin this essay by elucidating what it is socially that makes something a game by exploring the notion’s anthropological foundations. We th
APA, Harvard, Vancouver, ISO, and other styles
37

Liu, 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 text
Abstract:
This paper studies cooperative games in which players have multiple attributes. Such games are applicable to situations in which each player has a finite number of independent additive attributes in cooperative games and the payoffs of coalitions are endogenous functions of these attributes. The additive attributes cooperative game, which is a special case of the multiattribute cooperative game, is studied with respect to the core, the conditions for existence and boundedness and methods of transformation regarding a general cooperative game. A coalitional polynomial form is also proposed to d
APA, Harvard, Vancouver, ISO, and other styles
38

Hsu, 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 text
Abstract:
Abstract Released in 2017, the game Detention by the Taiwanese indie developer Red Candle Games gained great domestic success and made a name for itself among gamer communities worldwide. Providing an English-language localization upon its release, the 2D point-and-click horror game is set in the 1960s during Taiwan’s “White Terror” era. The story follows a ghost girl bound to the school she attended and unravels her tragic story. With such a specific temporal and spatial background, the game has a wide range of cultural references, potentially preventing non-Taiwanese players from being immer
APA, Harvard, Vancouver, ISO, and other styles
39

Carbone, 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 text
Abstract:
The legacy of the rich, stratified work of Roger Caillois, the multifaceted and complex French scholar and intellectual, seems to have almost solely impinged on game studies through his most popular work, Les Jeux et les Hommes. Translated in English as Man, Play and Games, this is the text which popularized Caillois’ ideas among those who do study and research on games and game cultures today, and which most often appears in publications that attempt to historicize and introduce to the study of games—perhaps on a par with Johan Huizinga’s Homo Ludens. The purpose of this article is to introdu
APA, Harvard, Vancouver, ISO, and other styles
40

Wibowo, 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 text
Abstract:
<em>This research is conducted to determine how music affects the video game experience. Effect of music in video game is considered important in building emotion and scene in video game but always considered below graphics and gameplay importance, moreover they are rarely a scientific approach to prove how music of video game affect its player. This research uses qualitative approach using experimental method; and quantitative approach to further prove the correlation. The experiment uses three games with four music variation, each consisting of 30 participants. The game we used are aga
APA, Harvard, Vancouver, ISO, and other styles
41

Bosman, 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 text
Abstract:
Science fiction, as a genre, has always been a place for religion, either as an inspirational source or as a part of the fictional universe. Religious themes in science fiction narratives, however, also invoke the question of the relationship, or the absence thereof, between religion and science. When the themes of religion and science are addressed in contemporary science fiction, they are regularly set in opposition, functioning in a larger discussion on the (in)comparability of religion and science in science fiction novels, games, and films. In the games The Outer Worlds and Mass Effect An
APA, Harvard, Vancouver, ISO, and other styles
42

Yamamoto, 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 text
Abstract:
Game theory has been studied extensively to answer why cooperation is promoted in human and animal societies. All games are classified into five games: the Prisoner's Dilemma, chicken game (including hawk–dove game), stag hunt game and two trivial games of either all cooperation or all defect, which are studied separately. Here, we propose a new game that covers all five game categories: the weight-lifting game. The player choose either to (1) carry a weight (cooperate: pay a cost) or (2) pretend to carry it (defect: pay no cost). The probability of success in carrying the weight depends on th
APA, Harvard, Vancouver, ISO, and other styles
43

Gualeni, 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 text
Abstract:
This interdisciplinary article discusses fictional games, focusing on those appearing in works of sf. ‘Fictional games’ are playful activities and ludic artefacts that were conceptualised to be part of fictional worlds. These games cannot - or at least were not originally meant to - be actually played. The article’s objective is to explore how fictional games can function as utopian devices. Drawing on game studies, utopian studies and sf studies, the first half of the article introduces the notion of fictional games and provides an initial articu­lation of their utopian potential. The second
APA, Harvard, Vancouver, ISO, and other styles
44

Moore, Christopher. "Mapping Persona and Games." Persona Studies 6, no. 2 (2021): 1–6. http://dx.doi.org/10.21153/psj2020vol6no2art1038.

Full text
Abstract:
For those new to games studies, the most important primer is the recognition that, as a field of research, it is at its most revealing when in conversation with perspectives from other fields and domains of inquiry. Espen Aarseth (2001) announced that the first issue of Game Studies, the international journal of computer game research, marked the commencement of computer game studies. Aarseth's editorial launched the trajectory for the following two decades of game research, obscuring much of the previous work examining digital and analogue games that had contributed to the tipping point at wh
APA, Harvard, Vancouver, ISO, and other styles
45

Linderoth, 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 text
Abstract:
Background and aim. Previous literature has discussed tensions between the field of game design and the field of education. It has been emphasized that it is important to address this tension when developing game based learning (GBL). In order to find potential ways of approaching this problem, we investigate the development of GBL when performed by those who have both pedagogical content knowledge (PCK) and experience in game development. Method. Two case studies about serious games production were conducted, a game section at a national defense college and a university course in educational
APA, Harvard, Vancouver, ISO, and other styles
46

Hamlen, 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 text
Abstract:
This article provides a synthesis of a group of research studies conducted to better understand in what ways children’s entertainment video game play choices relate to their creativity, motivations, problem-solving strategies, learning preferences, and beliefs about how to play games. Three studies were conducted among American students: (1) a survey and creativity assessment with students aged 9–11, (2) an in-depth qualitative study with three adolescent boys, and (3) an online survey. Key findings from this research relate to both psychological factors motivating video game play, and cogniti
APA, Harvard, Vancouver, ISO, and other styles
47

Harviainen, 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 text
Abstract:
This article critically evaluates and questions the growth and maturity of game studies as a scholarly set of related approaches to the study of games, by providing an account of studies of sexuality in (mostly digital) games from 1978 to present. The main goal of this article is to highlight overarching themes and patterns in the literature, with a focus on theories and methodologies commonly used and the way game studies is still risk aware, even awkward in its discussions of sexuality. In addition to a review of 37 years of literature, the article employs a chronological and thematic metaph
APA, Harvard, Vancouver, ISO, and other styles
48

Caserman, 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 text
Abstract:
Serious games are digital games that have an additional goal beyond entertainment. Recently, many studies have explored different quality criteria for serious games, including effectiveness and attractiveness. Unfortunately, the double mission of serious games, that is, simultaneous achievement of intended effects (serious part) and entertainment (game part), is not adequately considered in these studies. This paper aims to identify essential quality criteria for serious games. The fundamental goal of our research is to identify important factors of serious games and to adapt the existing prin
APA, Harvard, Vancouver, ISO, and other styles
49

Smith, 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 text
Abstract:
Abstract The use of video games for advertising purposes is persuasive communication which directly involves the recipient in the construction of an argument. This form is becoming increasingly common, and the present article explores the phenomenon of game-based advertising. We begin by discussing the increased reliance on participatory and digital rhetoric. We then proceed to examine game-based persuasion in light of rhetorical theory, and we propose an analytical model for such games which is applied to three sample games. The analytical model takes into account the degree to which the game
APA, Harvard, Vancouver, ISO, and other styles
50

Areizaga 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.

Full text
Abstract:

 
 
 Studies have found serious games to be good tools for programming education. As an outcome from such research, several game solutions for learning computer programming have appeared. Most of these games are only used in the research field where only a few are published and made available for the public. There are however numerous examples of programming games in commercial stores that have reached a large audience.This article presents a systematic review of publicly available and popular programming games. It analyses which fundamental software development concepts, as de
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!