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Journal articles on the topic 'Game'

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1

Yüce, Arif, Ümit Can Büyükakgül, and Hakan Katırcı. "Game in the Game: Examining In-App Advertising in Mobile Sports Games." PODIUM Sport, Leisure and Tourism Review 8, no. 1 (2019): 34–44. http://dx.doi.org/10.5585/podium.v8i1.319.

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2

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.

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3

Hastie, Peter A., and Mauro H. André. "Game appreciation through student designed games and game equipment." International Journal of Play 1, no. 2 (2012): 165–83. http://dx.doi.org/10.1080/21594937.2012.698460.

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4

Vetushinskiy, A.S. "More than just a tool: a new approach to understanding gamification." Sociology of Power, no. 3 (June 7, 2020): 14–31. https://doi.org/10.22394/2074-0492-2020-3-14-31.

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The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamification to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) approaches oriented towards intrinsic motivation began to prevail. Ignoring this point just leads to the fact that the criticism expressed in the early 2010s (its main idea was that gamification is a new form of exploitation and m
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Serhii, Yevseiev, Milov Oleksandr, Milevskyi Stanislav, et al. "DEVELOPMENT AND ANALYSIS OF GAME-THEORETICAL MODELS OF SECURITY SYSTEMS AGENTS INTERACTION." Eastern-European Journal of Enterprise Technologies 2, no. 4 (104) (2020): 15–29. https://doi.org/10.15587/1729-4061.2020.201418.

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A game-theoretic approach is presented, which claims to be a universal method for solving most problems in the field of cybersecurity. As arguments to confirm the superiority of game theory, mathematical validity and provability of the optimality of decisions made, unlike the widely used heuristics, the possibility of developing reliable protection based on analytical results, ensuring a timely response to cyberattacks in conditions of limited resources, as well as distributed nature of decision making are highlighted. The definitions of the basic concepts used in security tasks based on game-
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Allen, Amanda K. "The Hunger Games Game: Exploring Ideology through Game-Based Learning." Lion and the Unicorn 45, no. 3 (2021): 313–19. http://dx.doi.org/10.1353/uni.2021.0027.

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Martanovschi, Ludmila. "PLAYING GAMES/THE GAME IN TOMSON HIGHWAY’S REZ CYCLE." Revista de Estudios Norteamericanos, no. 27 (2023): 29–45. http://dx.doi.org/10.12795/ren.2023.i27.10.

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T: Award-winning Cree author Tomson Highway has created memorable characters for the stage and has continued to fascinate both theatre audiences and critics for decades. Set on the Wasaychigan Hill Indian Reserve, Manitoulin Island, Ontario (Canada), his Rez Cycle—The Rez Sisters (1986), Dry Lips Oughta Move to Kapuskasing (1989) and Rose (1999)—revolves around playing games, be it bingo or hockey, as a way of coping with the challenges of reserve life. Relying on decolonizing perspectives, this article demonstrates how practices such as storytelling and using humor promote solidarity on stage
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Johnson, Wayne D. "Gama' Giwe'Binigowin (The Snake Game)." Antioch Review 48, no. 1 (1990): 26. http://dx.doi.org/10.2307/4612139.

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9

Cass, S. "Mind games [computer game AI]." IEEE Spectrum 39, no. 12 (2002): 40–44. http://dx.doi.org/10.1109/mspec.2002.1088444.

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Macedonia, M. "Ender's game redux [computer games." Computer 38, no. 2 (2005): 95–97. http://dx.doi.org/10.1109/mc.2005.59.

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11

Lin, Heng-Sheng, Chih-Yun Chiang, Cheng-Wei Huang, Chao-Cian Wu, and Shuo-Jun Hong. "From Gamer to Game Designer." International Journal of Game-Based Learning 15, no. 1 (2025): 1–38. https://doi.org/10.4018/ijgbl.371418.

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Taiwanese students learn Chinese from 3 years old using Bopomofo (Zhuyin Fuhao), but they still struggle with spelling and reading, even in middle school. Thus, we guided students still struggling to read Chinese text to use their logical skills and creativity to incorporate the Bopomofo phonetic alphabet into the Rummikub strategy board game. Over six weeks of tutoring, the students shifted from a passive to an active learning attitude, enhancing their enthusiasm for learning. The Zhuyin Fuhao Rummikub board game developed by them received positive feedback in several areas: game experience (
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Bychkova, Olga Anatol'evna, and Aleksandra Valer'evna Nikitina. "Images of game and gamer in the space of literature and computer games." Человек и культура, no. 6 (June 2020): 69–80. http://dx.doi.org/10.25136/2409-8744.2020.6.34481.

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The subject of this research is the images of game and gamers. In the space of literary work, they are arrayed in metaphorical and often demonic raiment, receiving moral-ethical interpretation in one or another way. The problem of game and gamer in criticism was regarded by Y. Mann (“On the Concept of Game as a Literary Image”), V. V. Vinogradov (“Style of the Queen of Spades”), E. Dobin (“Ace and Queen”, A. Pushkin’s “The Queen of Spades”), R. Caillois (“Games and People”), British wr
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13

Nadir, Hamid. "Learning game design while playing games." Journal of Technology-Integrated Lessons and Teaching 3, no. 1 (2024): 3–20. http://dx.doi.org/10.13001/jtilt.v3i1.8485.

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This course investigated game design competencies of graduate students as they engaged in gameplay and learned about game-related concepts, including gamified approaches, game-based learning (GBL), design thinking, maker technologies, and game designs. Students were introduced to the week's topic beforehand and collaborated on design projects during class sessions. Students played a different game each week, focusing mainly on game mechanics. Through the utilization of foundational readings, video tutorials, discussions, assignments, and guidance from the instructor and a guest speaker, studen
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14

Uriarte, Alberto, and Santiago Ontañón. "Game-Tree Search over High-Level Game States in RTS Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 1 (2021): 73–79. http://dx.doi.org/10.1609/aiide.v10i1.12706.

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From an AI point of view, Real-Time Strategy (RTS) games are hard because they have enormous state spaces, they are real-time and partially observable. In this paper, we present an approach to deploy game-tree search in RTS games by using game state abstraction. We propose a high-level abstract representation of the game state, that significantly reduces the branching factor when used for game-tree search algorithms. Using this high-level representation, we evaluate versions of alpha-beta search and of Monte Carlo Tree Search (MCTS). We present experiments in the context of StarCraft showing p
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15

Mendonça, Carlos Magno Camargos, and Filipe Alves de Freitas. "Game as text as game: the communicative experience of digital games." Comunicação e Sociedade 27 (June 29, 2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.

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We propose to regard video game as text, but not by literally understanding it as a verbal expression, and instead recognizing that many assumptions of literary theory are relevant to its analysis. This option seems to put us in sync with the narratologists, who exalt games as new manifestations of narrative, but cling to a conception of text as world that values illusionist effects. Instead, we are interested in experiences that, against this perspective, recognize the possibility of regarding game as a text that is a game - an incomplete object that is to be updated by the reader in a self-r
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Richter, Jonas. "Höllfahren: Ein Überblick." Das Blatt. Schriftenreihe der deutschen Spielkartengesellschaft Bube Dame König, no. 64 (March 2, 2022): 51–69. https://doi.org/10.5281/zenodo.6323236.

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overview on the history of the card game "Höllfahren" or "in die Höll". Due to a mistake, an earlier draft was published instead of the final version, which can be found here: https://zenodo.org/record/6326752
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Harris, Samuel J. "Synchronous games with *-isomorphic game algebras." Quantum Information and Computation 22, no. 11&12 (2022): 924–46. http://dx.doi.org/10.26421/qic22.11-12-2.

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We establish several strong equivalences of synchronous non-local games, in the sense that the corresponding game algebras are $*$-isomorphic. We first show that the game algebra of any synchronous game on $n$ inputs and $k$ outputs is $*$-isomorphic to the game algebra of an associated bisynchronous game on $nk$ inputs and $nk$ outputs. As a result, we show that there are bisynchronous games with equal question and answer sets, whose optimal strategies only exist in the quantum commuting model, and not in the quantum approximate model. Moreover, we show that there are bisynchronous games with
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Wibowo, Tony, Sakilah Dwi Cahyani, Ivan Hendardi, and Farhan Alwie Rasyidhy. "GAMED dan GDLC : PEMBUATAN VIDEO GAME UNTUK EDUKASI MORAL." IJIS - Indonesian Journal On Information System 9, no. 1 (2024): 1. http://dx.doi.org/10.36549/ijis.v9i1.299.

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Penelitian ini membahas pengembangan video game edukasi moral dalam konteks pendidikan di Indonesia, menggunakan metode pengembangan Game Life Cycle Framework (GDLC) dan Metodologi Pengembangan Game Pendidikan Digital (GAMED). Fokusnya adalah menggabungkan teori moral abad ke-21 dengan permainan, melibatkan pemain dalam pemikiran kritis dan pengambilan keputusan moral. Melalui tahapan inisiasi, pra-produksi, produksi, uji, beta, hingga perilisan, game ini, menggunakan RPG Maker MZ, menyampaikan pesan moral melalui simulasi skenario interaktif. Hasilnya adalah video game edukasi moral yang berp
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19

Bojin, Nis. "Language Games/Game Languages: Examining Game Design Epistemologies Through a ‘Wittgensteinian’ Lens." Eludamos: Journal for Computer Game Culture 2, no. 1 (2008): 55–71. http://dx.doi.org/10.7557/23.5972.

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Recent theorizing around games and notions of play has drawn from a pool of mid-20th century scholars including such notables as Johann Huizinga, Gregory Bateson, Roger Caillois and Ludwig Wittgenstein. Through his articulation of the concept of language as a type of game, Wittgenstein has been both adopted and critiqued for purposes of circumscribing what are now commonly held as the necessary constituents of games including their systemic nature and the acquiescence of their participants to an agreed-upon rule structure: a set of rules which Wittgenstein likens to the ‘grammar’ of language (
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20

Huang, Arthur, and David Levinson. "To Game or Not to Game: Teaching Transportation Planning with Board Games." Transportation Research Record: Journal of the Transportation Research Board 2307, no. 1 (2012): 141–49. http://dx.doi.org/10.3141/2307-15.

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21

Wendel, Viktor, Stefan Krepp, Michael Oliver Gutjahr, Stefan Göbel, and Ralf Steinmetz. "Game Mastering in Collaborative Serious Games." International Journal of Game-Based Learning 5, no. 4 (2015): 27–49. http://dx.doi.org/10.4018/ijgbl.2015100103.

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In collaborative learning scenarios, the role of the instructor is vital. This aspect directly carries over to the concept of collaborative multiplayer Serious Games, where a group of players is learning together using a Serious Game. In this paper, the authors propose a novel approach for integration and support of instructors in collaborative multiplayer Serious Game scenarios. Their approach considers instructor tasks and responsibilities. It defines an interface for 3D action adventure-like games, defining relevant game information and adaptation access. It further includes a Game Masterin
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22

Midgley, Mary. "The Game Game." Philosophical anthropology 3, no. 2 (2017): 30–56. http://dx.doi.org/10.21146/2414-3715-2017-3-2-30-56.

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23

Maltese, Ralph. "The Game Game." English Journal 84, no. 1 (1995): 55. http://dx.doi.org/10.2307/820477.

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Maltese, Ralph. "The Game Game." English Journal 84, no. 1 (1995): 55–58. http://dx.doi.org/10.58680/ej19957264.

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25

Ahmad, Mifrah. "Game Designers’ Perspectives: Interception between Games and Educational Games Design." European Conference on Games Based Learning 16, no. 1 (2022): 11–20. http://dx.doi.org/10.34190/ecgbl.16.1.895.

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Games and Educational Games(EGs)! To what extent do they diverge? How do game designers approach such apposition? The extensive need for games in and outside classrooms demands clarity between games and EGs through game designers’ perspectives. In the Australian context, game designers have witnessed technological advancement, the user-expectation, and the use of games within various contexts, including the classroom. The transformation in technology and the need to adapt and design games corresponds to the needs and requirements of its end-users. Admittedly, it has been overlooked in gaming s
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Shahryan, Abdulrahman Alserri, Azan Mat Zin Nor, and Siti Meriam Tengku Wook Tengku. "Gender-based Game Engagement Model Validation using Low Fidelity Prototype." International Journal of Engineering and Advanced Technology (IJEAT) 9, no. 4 (2020): 1982–88. https://doi.org/10.35940/ijeat.D9042.049420.

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Lack of female involvement in ICT field calls for new approaches to ICT education. Serious game is an effective tool for learning, so it can be used to motivate and engage female students to study Computing. Engagement elements for serious game were identified from previous researches and a conceptual model for gender-based engagement using serious game was constructed. In this paper, the model validation of a low fidelity prototype using heuristic evaluation technique for educational game is discussed. The heuristic scale was adapted from previous studies, comprise of playability and enjoymen
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Sutopo, Hadi. "Mobile Game Developing: Math Mobile Game Learning Model." International Journal of Information and Electronics Engineering 7, no. 2 (2017): 62–67. http://dx.doi.org/10.18178/ijiee.2017.7.2.662.

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Wiederhold, Brenda K. "Metaverse Games: Game Changer for Healthcare?" Cyberpsychology, Behavior, and Social Networking 25, no. 5 (2022): 267–69. http://dx.doi.org/10.1089/cyber.2022.29246.editorial.

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Hanley, John T. "GAMES, game theory and artificial intelligence." Journal of Defense Analytics and Logistics 5, no. 2 (2021): 114–30. http://dx.doi.org/10.1108/jdal-10-2021-0011.

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PurposeThe purpose of this paper is to illustrate how game theoretic solution concepts inform what classes of problems will be amenable to artificial intelligence and machine learning (AI/ML), and how to evolve the interaction between human and artificial intelligence.Design/methodology/approachThe approach addresses the development of operational gaming to support planning and decision making. It then provides a succinct summary of game theory for those designing and using games, with an emphasis on information conditions and solution concepts. It addresses how experimentation demonstrates wh
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Meidl, Michael, Steven Lytinen, and Kevin Raison. "Using Game Reviews to Recommend Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 4 (2021): 24–29. http://dx.doi.org/10.1609/aiide.v10i4.12752.

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We present a recommender system intended to be used by a community of gamers. The system uses free-form text reviews of games written by the members of the community, along with information about the games that a particular user likes, in order to recommend new games that are likely to be of interest to that user. The system uses the frequency of co-occurrence of word pairs that appear in the reviews of a game as features that represent the game. The pairs consist of adjectives and context words; i.e., words that appear close to an adjective in a review. Because of the extremely large number o
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Aslan, Serdar, and Osman Balci. "GAMED: digital educational game development methodology." SIMULATION 91, no. 4 (2015): 307–19. http://dx.doi.org/10.1177/0037549715572673.

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Goodwin, Paul. "Forecasting games: can game theory win?" International Journal of Forecasting 18, no. 3 (2002): 369–74. http://dx.doi.org/10.1016/s0169-2070(02)00022-5.

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Olsder, Geert Jan. "Foundations of game theory: Noncooperative games." Automatica 32, no. 9 (1996): 1341–42. http://dx.doi.org/10.1016/0005-1098(96)88873-x.

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Kissmann, Peter, and Stefan Edelkamp. "Gamer, a General Game Playing Agent." KI - Künstliche Intelligenz 25, no. 1 (2010): 49–52. http://dx.doi.org/10.1007/s13218-010-0078-3.

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35

Taylor, Mark, Mike Baskett, Denis Reilly, and Somasundaram Ravindran. "Game Theory for Computer Games Design." Games and Culture 14, no. 7-8 (2017): 843–55. http://dx.doi.org/10.1177/1555412017740497.

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Designing and developing computer games can be a complex activity that may involve professionals from a variety of disciplines. In this article, we examine the use of game theory for supporting the design of gameplay within the different sections of a computer game and demonstrate its application in practice via adapted high-level decision trees for modeling the flow in gameplay and payoff matrices for modeling skill or challenge levels.
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Malamud, Randy. "Game: Animals, Video Games, and Humanity." Journal of Animal Ethics 13, no. 2 (2023): 223–26. http://dx.doi.org/10.5406/21601267.13.2.20.

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37

Italo, Felipe Capasso-Ballesteros, and De la Rosa-Rosero Fernando. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería, Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. https://doi.org/10.17533/udea.redin.20200369.

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<em>Machinations Ruleset Generator&nbsp;</em>(MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the particip
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Musiafa, Zayid. "RANCANG BANGUN APLIKASI GAME DEKSTOP LOKAL BANJARMASIN POMA 3D GAME ADVENTURE MENGGUNAKAN UNITY GAME ENGINE." Technologia: Jurnal Ilmiah 8, no. 4 (2017): 236. http://dx.doi.org/10.31602/tji.v8i4.1123.

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Bangsa Indonesia memiliki banyak kepulauan dan bentang geografis yang beragam, diiantaranya Kalimantan. Kota Banjarmasin adalah ibu kota provinsi Kalimantan Selatan, Indonesia. Banjarmasin yang dijuluki Kota Seribu Sungai ini memiliki wilayah seluas 98,46 km² yang wilayahnya merupakan delta atau kepulauan. Memiliki budaya sungai dengan interaksi masyarakat yang sangat kuat terhadap sungai baik dalam kegiatan sosial maupun ekonomi. Saat ini, game merupakan media hiburan yang memanfaatkan tekhnologi. Game di Indonesia sendiri sedang banyak diminati para remaja. Game yang ada semakin canggih dan
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Scheepers, Marion. "Variations on a game of Gale (I): Coding strategies." Journal of Symbolic Logic 58, no. 3 (1993): 1035–43. http://dx.doi.org/10.2307/2275110.

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AbstractWe consider an infinite two-person game. The second player has a winning perfect information strategy; we show that this player has a winning strategy which depends on substantially less information. The game studied here is a variation on a game of Gale.
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Beckman, Elise M., Wenqiang Cai, Rebecca M. Esrock, and Robert J. Lemke. "Explaining Game-to-Game Ticket Sales for Major League Baseball Games Over Time." Journal of Sports Economics 13, no. 5 (2011): 536–53. http://dx.doi.org/10.1177/1527002511410980.

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Using data from more than 10,000 games from 1985 through 2009, the authors estimate the effect various factors have on attendance at Major League Baseball (MLB) games. As previously found in the literature, interleague and interleague rivalry contests are associated with higher attendances, but this relationship has been weakening over time. Contrary to some of the literature, the authors find that the likelihood the home team will win the contest is inconsistently estimated over time, lending little support for the uncertainty of outcome hypothesis. Generally the effect on ticket sales from m
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Snyman, Elisabeth, and Elsa Crous. "“Love Is a Losing Game”: Textual Games in Milan Kundera's “The Hitchhiking Game”." Journal of Literary Studies 30, no. 3 (2014): 25–45. http://dx.doi.org/10.1080/02564718.2014.949407.

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Jang, YeiBeech, and SeoungHo Ryu. "Exploring game experiences and game leadership in massively multiplayer online role-playing games." British Journal of Educational Technology 42, no. 4 (2010): 616–23. http://dx.doi.org/10.1111/j.1467-8535.2010.01064.x.

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43

Zhang, Gong, and Shulei Bi. "Evolutionary game analysis of online game studios and online game companies participating in the virtual economy of online games." PLOS ONE 19, no. 1 (2024): e0296374. http://dx.doi.org/10.1371/journal.pone.0296374.

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In the context of the new economic development in the post-pandemic era, "play" labor as an important component of digital work has become an inexhaustible driving force for the growth of the digital economy. Previous research has shown that "play" labor, as an emerging business model, can effectively promote the growth of the digital economy. However, there is a relative lack of research on the dynamic evolutionary game between "play" labor suppliers represented by game studios and online gaming companies. In this study, we applied the theoretical approach of dynamic evolutionary game theory
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Abasian, Foroogh, Mikael Rönnqvist, Philippe Marier, and Dag Fjeld. "Game—The Transportation Game." INFORMS Transactions on Education 21, no. 1 (2020): 1–12. http://dx.doi.org/10.1287/ited.2019.0223.

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This paper presents an online educational game focusing on hierarchical procurement planning in a simulated forest supply chain with multiple companies. The purpose is to provide an understanding of the importance of individual decisions and their medium- to long-term impacts on the entire supply chain. The transportation game comprises three phases, each simulating hierarchical decision making when three competing companies (i.e., the game players) are making simultaneous decisions on the available resources. Each game phase also requires concurrent collaboration and competition. The phases r
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Venus, Jochen. "Das Game-Over-Game." POP 4, no. 2 (2015): 10–15. http://dx.doi.org/10.14361/pop-2015-0202.

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46

Razinov, Yuriy A., and Dmitriy A. Kechaev. "Game without game: to Gilles Deleuze’s game concept." Semiotic studies 4, no. 1 (2024): 15–23. http://dx.doi.org/10.18287/2782-2966-2024-4-1-15-23.

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The article provides a critical analysis of the "ideal game" concept by Gilles Deleuze. The problematic type of Deleuze's judgments about the game leads to the fact that the game is understood by him as a logical subject devoid of the predicate. The consequence of this is the concept of the game, which is devoid of the real game signs. Ultimately, the game is understood by Deleuze as the non-game. The article shows that the logical basis of this approach is "infinite judgment". In this regard, the authors undertake a logical and ontological analysis of negative and infinite judgments. At the s
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Schädler, Ulrich. "Catacomb Games: Reused Game Boards or Funerary Inscriptions?" Board Game Studies Journal 16, no. 1 (2022): 369–95. http://dx.doi.org/10.2478/bgs-2022-0012.

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Abstract Several marble slabs fashioned like game boards for XII scripta/Alea come from Christian catacombs in Rome. Often deliberately cut or fragmented, they were used as funeral slabs. The general opinion is that these game boards have found a secondary use in the funeral context. The present paper presents a critical discussion of this interpretation. The slabs differ in several details from real game boards. Moreover, the inscriptions often betray a distinctive funeral character. Game boards for this game consist of three rows of two groups of six squares, their structure thus being ident
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Schädler, Ulrich. "Catacomb Games: Reused Game Boards or Funerary Inscriptions?" Board Game Studies Journal 16, no. 1 (2022): 369–95. http://dx.doi.org/10.2478/bgs-2022-0012.

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Abstract Several marble slabs fashioned like game boards for XII scripta/Alea come from Christian catacombs in Rome. Often deliberately cut or fragmented, they were used as funeral slabs. The general opinion is that these game boards have found a secondary use in the funeral context. The present paper presents a critical discussion of this interpretation. The slabs differ in several details from real game boards. Moreover, the inscriptions often betray a distinctive funeral character. Game boards for this game consist of three rows of two groups of six squares, their structure thus being ident
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49

Chen, Mark. "Novel games can come from novice game makers." On the Horizon 25, no. 4 (2017): 250–52. http://dx.doi.org/10.1108/oth-08-2015-0054.

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Purpose This paper aims to describe how a novice to game design pushed theory about what makes a good game. Design/methodology/approach The game in question was developed in Twine for an introductory undergraduate course in interactive media. Findings It featured very little player agency, which ironically served to give players a richer experience. Originality/value That a novice could create something deeply personal that butted against conventional game design guidelines highlights the importance of opening game design up to as broad an audience as possible.
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Lee, Ji-Hun. "A Study on the Effect of How Game Scenarios, Game Usage Convenience, and Game Visualization affect Interaction among Game Players and their Immersion in Games." Journal of the Korea Entertainment Industry Association 10, no. 6 (2016): 467. http://dx.doi.org/10.21184/jkeia.2016.12.10.6.467.

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