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1

Gergely Orbán, Szabolcs, Norbert György Szabados, Éva Bácsné Bába, et al. "Roguelike games: The way we play." International Journal of Engineering and Management Sciences 7, no. 4 (2022): 80–92. http://dx.doi.org/10.21791/ijems.2022.4.7.

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The spread of the gameable personal computers and game consoles resulted in the diversification of the video game genre, and from the 7th generation of the gaming consoles, the experience support of the games became largely enhanced. These games are now consumable owing to their resolution, the content, the plots are so fascinating so that they tie the gamer to the seat. Gamers seek experiences in the games. Still, such a special genre called roguelike was established, which is characterized by the constant termination of this world of experience in such a way that the gamer, as a results of t
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Alshhre, Ali. "World Literature Representation via Video Games." Arab World English Journal For Translation and Literary Studies 7, no. 1 (2023): 101–14. http://dx.doi.org/10.24093/awejtls/vol7no1.7.

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This article aims to answer the following question: can video games be a dynamic medium for globalizing an adapted work of literature to be later played and received by gamers who might learn and increase their literary and cultural knowledge? World literature scholarship, gamer-response theory, game studies research, and my experience of playing Assassin’s Creed (2007) were used to explore how video games can globalize world literature to increase readership. The video game Assassin’s Creed (2007), adapted from Bartol’s Alamut (1938), was used to both discuss how world literature can be trans
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Ekaputra, Kresna Septyana, Rezki Yuniarti, and Agus Komarudin. "Educational Game Design for Introduction to Immune Systems in Biology Learning at High School." JUMANJI (Jurnal Masyarakat Informatika Unjani) 6, no. 1 (2022): 11. http://dx.doi.org/10.26874/jumanji.v6i1.102.

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Education is an important for students. Based on the recapitulation of the senior high school exam by Ministry of Education and Culture (KEMENDIKBUD), the average exam results for biology in 2017 below graduation level and the value is 45.01. This is because of limited class hours. For this reason, new media is needed to help students deepen the lesson, in this case the media is game. Educational game is one of the media that can be used to provide education to players through interactive media. In its making, this game uses the MDA framework, which is to analyze game design by breaking it int
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Ask, Kristine, Ingvild Kvale Sørenssen, and Stine Thordarson Moltubakk. "The struggle and enrichment of play: Domestications and overflows in the everyday life of gamer parents." Nordicom Review 42, s4 (2021): 107–23. http://dx.doi.org/10.2478/nor-2021-0044.

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Abstract Gaming is a frequent source of conflict for families. Research on parents and gaming has identified a lack of gaming-related expertise, a general devaluation or fear of play, and authoritative and restrictive parenting styles as key sources of conflict. What happens when these deficits are addressed? What does mediation look like when parents are expert gamers, enjoy play, and encourage play for their children? Based on qualitative interviews with 29 parents who identify as gamers, we explore how gamer parents domesticate games. To explore the work of stabilising gaming as a wholesome
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Abrudan, Mirela, Andreea Voina, and Andreea Lăpuşte. "Computer role-playing games: player motivations, preferences, and behavior." Studia Universitatis Babeș-Bolyai Ephemerides 66, no. 2 (2021): 5–32. http://dx.doi.org/10.24193/subbeph.2021.2.01.

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"In recent years, computer role-playing games have changed the way we spend our free time. Traditional games have been increasingly replaced by digitized productions, and technology has made it easier to access videogames on multiples devices. Online games bring users together in a fantasy world in which they design avatars, manifesting their creativity and employing gaming strategies. This study analyzed Romanian gamers’ behaviors and perceptions of massively multiplayer online role-playing games (henceforth MMORPGs); by employing focus groups and a survey, the authors aimed to map preference
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Centeno, Daniel, and Germán Sierra. "General quantum Chinos games." Journal of Physics Communications 6, no. 7 (2022): 075009. http://dx.doi.org/10.1088/2399-6528/ac7434.

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Abstract The Chinos game is a non-cooperative game between players who try to guess the total sum of coins drawn collectively. Semiclassical and quantum versions of this game were proposed by F. Guinea and M. A. Martin-Delgado, in J. Phys. A: Math. Gen. 36 L197 (2003), where the coins are replaced by a boson whose number occupancy is the aim of the player’s guesses. Here, we propose other versions of the Chinos game using a hard-core boson, one qubit, and two qubits. In the latter case, using entangled states the second player has a stable winning strategy that becomes symmetric for non-entang
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7

Browne, Cameron, Julian Togelius, and Nathan Sturtevant. "Guest Editorial: General Games." IEEE Transactions on Computational Intelligence and AI in Games 6, no. 4 (2014): 317–19. http://dx.doi.org/10.1109/tciaig.2014.2369009.

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8

Osborn, Joseph, Ben Samuel, Adam Summerville, and Michael Mateas. "Towards General RPG Playing." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 2 (2021): 92–98. http://dx.doi.org/10.1609/aiide.v13i2.12976.

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General videogame playing has come a long way in a short period of time, but remains at the level of solving relatively short games made up of distinct and isolated episodes. Even simple console role-playing games (RPGs) are far beyond the reach of current techniques, requiring the synthesis of cultural knowledge with compositional reasoning over several interconnected sub-games. We explore how the challenges of playing these games could spark new advances in compositional analysis of games and common-sense reasoning. General RPG playing can leverage advances in episodic general game playing a
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9

Pietersen, André J., Jan K. Coetzee, Dominika Byczkowska-Owczarek, Florian Elliker, and Leane Ackermann. "Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein." Qualitative Sociology Review 14, no. 4 (2019): 122–37. http://dx.doi.org/10.18778/1733-8077.14.4.08.

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Individuals who partake in video games are often regarded with prejudice. It is an activity that is perceived to be mainly related to senseless leisure and teenage entertainment. However, many diverse people make video games such an important part of their lives that they become passionately engaged in it. Video games and online video gaming offer the player immersive experiences unlike any other forms of media. A phenomenological and interpretive exploration is undertaken in order to gain a deeper understanding of the narratives of online gamers and their experiences of a sense of belonging t
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10

Denikin, Anton A. "In Support of Video Games." Observatory of Culture, no. 3 (June 28, 2014): 53–59. http://dx.doi.org/10.25281/2072-3156-2014-0-3-53-59.

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Critically examines some of the research approaches to video games both in Russia and abroad. The article summarizes conclusions of the leading Western specialists in video games studies and proposes an alternative understanding of video games as particular emergent interactive social­communicative means of contemporary digital culture that input to general education, goal­setting, and other gamers’ skills.
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11

Remington Huan, Chayen, and Diny Anggriani Adnas. "Pengaruh Estetik Video Game terhadap Minat Gamer dengan Genre Survival." Jurnal SAINTEKOM 13, no. 1 (2023): 32–41. http://dx.doi.org/10.33020/saintekom.v13i1.350.

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Video games have many genres and for this research, the author focuses on survival genre Video games. Video games with the survival genre give players freedom and try to survive in the world provided by the video game. Because players are free to explore in the video game, the visuals or graphics in the world in the video game will greatly affect the player's interest, but there are survival video games that have good visuals but don't have many interests like Fallalypse and Age of Survival where both video games have a Very Negative rating. However, there is one survival video game that doesn
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Obara, Ichiro, and Jaeok Park. "Repeated games with general discounting." Journal of Economic Theory 172 (November 2017): 348–75. http://dx.doi.org/10.1016/j.jet.2017.09.008.

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Gaffar, Mohammad Rizal, Wahyu Rafdinal, Eko Susanto, and Cahaya Juniarti. "Predicting Mobile Game Adoption: Integrating Game Features and Theory of Planned Behavior." SRIWIJAYA INTERNATIONAL JOURNAL OF DYNAMIC ECONOMICS AND BUSINESS 6, no. 3 (2022): 309. http://dx.doi.org/10.29259/sijdeb.v6i3.309-320.

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This study investigates gamers’ behavior in adopting mobile games by integrating game features and the theory of planned behavior (TPB). This study used 408 samples of Indonesian gamers. A partial least square is applied to examine the influence among subjective norm, perceived behavioral control, attitude, game features, and intention to play mobile games. The results show that the integration between Game features and TPB gives a deeper explanation of gamers’ behavior in adopting mobile games. Considering the factors in gamers’ behavior, this study's results give the base to formulate an imp
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Świechowski, Maciej, HyunSoo Park, Jacek Mańdziuk, and Kyung-Joong Kim. "Recent Advances in General Game Playing." Scientific World Journal 2015 (2015): 1–22. http://dx.doi.org/10.1155/2015/986262.

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The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhan
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Wartono, Wawan. "DUNIA MMO GAME PARA GAMER DI KOMUNITAS FORUM INDOGAMERS." Linimasa : Jurnal Ilmu Komunikasi 5, no. 1 (2022): 133–57. https://doi.org/10.23969/linimasa.v5i1.4885.

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The number of gamers has increased rapidly during the Covid-19 pandemic. However, researchers in this regard tend to look at negative aspects such as addiction and mental health. It is very rare for research related to MMO Games or Online Games that examines and interprets games from the point of view of the experience and articulation of the gamers themselves. Researchers are trying to take a more neutral perspective or a middle ground in viewing this online game phenomenon through the research "The World of MMO Games for Gamers in the Indogamers Forum Community". How gamers (online game play
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Cropper, Andrew, Richard Evans, and Mark Law. "Inductive general game playing." Machine Learning 109, no. 7 (2019): 1393–434. http://dx.doi.org/10.1007/s10994-019-05843-w.

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AbstractGeneral game playing (GGP) is a framework for evaluating an agent’s general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen before. The task is for the agent to play the game, thus generating game traces. The winner of the GGP competition is the agent that gets the best total score over all the games. In this paper, we invert this task: a learner is given game traces and the task is to learn the rules that could produce the traces. This problem is central to inductive general
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Su, Nathan N. "Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic." International Journal of Psychological Studies 13, no. 4 (2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.

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The COVID-19 pandemic has impacted our lives in many different ways. One significant impact on daily life was the increased indoor time due to quarantine measures. Data collected suggests video games have become more popular than ever during these unprecedented times (Epstein, 2020).
 This study aims to explore the experiences and psychosocial well-being of individuals who played single and multiplayer video games during the pandemic.
 Data was collected through a questionnaire distributed to multiple online communities and forums from June 28th to July 29th, 2021. The total collecte
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18

Schiffel, Stephan. "Symmetry Detection in General Game Playing." Proceedings of the AAAI Conference on Artificial Intelligence 24, no. 1 (2010): 980–85. http://dx.doi.org/10.1609/aaai.v24i1.7649.

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We develop a method for detecting symmetries in arbitrary games and exploiting these symmetries when using tree search to play the game. Games in the General Game Playing domain are given as a set of logic based rules defining legal moves, their effects and goals of the players. The presented method transforms the rules of a game into a vertex-labeled graph such that automorphisms of the graph correspond with symmetries of the game. The algorithm detects many kinds of symmetries that often occur in games, e.g., rotation and reflection symmetries of boards, interchangeable objects, and symmetri
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19

Newcombe, Jonathan, and Billy Brick. "Blending Video Games Into Language Learning." International Journal of Computer-Assisted Language Learning and Teaching 7, no. 4 (2017): 75–89. http://dx.doi.org/10.4018/ijcallt.2017100106.

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Around 2 billion people worldwide engage in video games and a similar number of English language learners are anticipated by the year 2020. It can be assumed that many language learners are also ‘gamers', and that a language learner may play a video game to learn English. This article focuses on the language learning affordances in offline video games. General game-based learning principles identified by Gee are used as the method to identify and classify the learning affordances in a selection of video games. These learning principles are explained and then used to detail general learning opp
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20

Braylan, Alexander, and Risto Miikkulainen. "Object-Model Transfer in the General Video Game Domain." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 1 (2021): 136–42. http://dx.doi.org/10.1609/aiide.v12i1.12870.

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A transfer learning approach is presented to address the challenge of training video game agents with limited data. The approach decomposes games into objects, learns object models, and transfers models from known games to unfamiliar games to guide learning. Experiments show that the approach improves prediction accuracy over a comparable control, leading to more efficient exploration. Training of game agents is thus accelerated by transferring object models from previously learned games.
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FUNAKI, YUKIHIKO, and TAKEHIKO YAMATO. "THE CORE AND CONSISTENCY PROPERTIES: A GENERAL CHARACTERISATION." International Game Theory Review 03, no. 02n03 (2001): 175–87. http://dx.doi.org/10.1142/s0219198901000361.

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In this paper, we unify various axiomatisations of the core of TU games by means of consistency with respect to different definitions of reduced games. First, we introduce a general definition of reduced games including the reduced games due to Davis and Maschler (1965), Moulin (1985), and Funaki (1995) as special cases. Then, we provide a general theorem from which the characterisations due to Peleg (1986), Tadenuma (1992), and Funaki (1995) can be obtained. Our general theorem clarifies how the three characterisations of the core differ and are related.
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Kalai, Ehud, and Dov Samet. "Monotonic Solutions to General Cooperative Games." Econometrica 53, no. 2 (1985): 307. http://dx.doi.org/10.2307/1911238.

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23

Kobylanski, Magdalena, Marie-Claire Quenez, and Marc Roger de Campagnolle. "Dynkin games in a general framework." Stochastics 86, no. 2 (2013): 304–29. http://dx.doi.org/10.1080/17442508.2013.778860.

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Kobylanski, Magdalena, Marie-Claire Quenez, and Marc Roger de Campagnolle. "Dynkin games in a general framework." Stochastics 86, no. 2 (2014): 370. http://dx.doi.org/10.1080/17442508.2013.850203.

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Liu, Wen An, and Meile Zhao. "General restrictions of Wythoff-like games." Theoretical Computer Science 602 (October 2015): 80–88. http://dx.doi.org/10.1016/j.tcs.2015.08.015.

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Dziubiński, Marcin. "Non-symmetric discrete General Lotto games." International Journal of Game Theory 42, no. 4 (2012): 801–33. http://dx.doi.org/10.1007/s00182-012-0324-z.

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Grechuk, Bogdan, Anton Molyboha, and Michael Zabarankin. "COOPERATIVE GAMES WITH GENERAL DEVIATION MEASURES." Mathematical Finance 23, no. 2 (2011): 339–65. http://dx.doi.org/10.1111/j.1467-9965.2011.00495.x.

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Gerber, Anke. "Coalition formation in general NTU games." Review of Economic Design 5, no. 2 (2000): 149–75. http://dx.doi.org/10.1007/s100580000016.

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Chen, Yi-Chun, Ngo Van Long, and Xiao Luo. "Iterated strict dominance in general games." Games and Economic Behavior 61, no. 2 (2007): 299–315. http://dx.doi.org/10.1016/j.geb.2007.02.002.

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Jadhav, Mrunal, and Matthew Guzdial. "Tile Embedding: A General Representation for Level Generation." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 17, no. 1 (2021): 34–41. http://dx.doi.org/10.1609/aiide.v17i1.18888.

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In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating annotated datasets for games requires domain knowledge and is time-consuming. Hence, though a large number of video games exist, annotated datasets are curated only for a small handful. Thus current PLGML techniques have been explored in limited domains, with Super Mario Bros. as the most common example. To address this problem, we present tile embeddings, a unified
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Mozelius, Peter. "Game-construction students experiences of educational games - gaming outcomes and learning outcomes." International Journal of Information and Communication Technologies in Education 7, no. 2 (2018): 5–16. http://dx.doi.org/10.1515/ijicte-2018-0005.

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Abstract Game-based learning has been a rapidly expanding field in the 21th century, with research reports praising the motivational effects and learning outcomes of games. At the same time there have been doubts on the learning outcomes of even the most seriously designed learning games. The generation that today enrols for university programmes is in general a gaming generation, and game construction students are often so called hard core gamers. What are the game construction students’ experiences of educational games, and what are their perceived learning outcomes? This study is based on s
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S, Sudharsan. "Universal Real-Time Strategy Game in Unreal Engine." International Journal for Research in Applied Science and Engineering Technology 10, no. 3 (2022): 1061–67. http://dx.doi.org/10.22214/ijraset.2022.40800.

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Abstract: In the rapid growing field of game development and game design, the RTS genre of games continues to attract substantial number of gamers. RTS genre games not only provide entertainment for gamers but also the ability to yest and grow their real time application of tactical and logical decision-making skills. RTS games are lately very popular but a brief number of games are available with similar concepts. This reputation in the story line of the available games makes the long-term game play less desirable. The project intents to develop a spin-off RTS game with major emphasis on leve
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Bean, Anthony. "Therapeutic Use of Video Games in the Treatment of Posttraumatic Stress Disorder (PTSD): A Case Study of an Immersed 10-Year-Old Boy." Journal of Psychology and Psychotherapy Research 9 (December 22, 2022): 158–69. http://dx.doi.org/10.12974/2313-1047.2022.09.9.

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Working therapeutically with video gamers has almost entirely consisted of an overshadowing addiction perspective. This undoubtedly leads any therapist working with video gamers to assume they are addicted, further guiding treatment into a reduction or complete termination of all video games. To date, there are no known uses of video games in a clinical setting as therapeutic tools. This case study illustrates use of Archetypal and Jungian therapies prescribing video games for a 10-year-old male diagnosed with Posttraumatic Stress Disorder (PTSD). Video games were utilized as a main form of in
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Gluck, Aaron, Kwajo Boateng, and Julian Brinkley. "Racing in the Dark: Exploring Accessible Virtual Reality by Developing a Racing Game for People who are Blind." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (2021): 1114–18. http://dx.doi.org/10.1177/1071181321651224.

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Video games are popular leisure and social activities; however, they often present accessibility issues for the community of gamers who are blind. While gaming technology has evolved, people who are blind still have limited access to commercially available accessible video games. Current accessible games tend to focus on auditory information to play, and none are available in virtual reality (VR). Accessible, fast-paced games have the development challenge of providing players useful information in time to make split-second decisions. We developed Racing in the Dark, a fast-paced, accessible V
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Hutama, Nurizky Adhi, and Budi Irawanto. "“Menjadi Sesuatu Yang Berbeda”: Studi Gamer Perempuan Di Yogyakarta." Jurnal Media dan Komunikasi Indonesia 3, no. 1 (2022): 66. http://dx.doi.org/10.22146/jmki.66967.

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Research on female gamers is still rarely found in studies of women. Considering that currently the activity of playing games can be enjoyed by anyone, it is not limited to men. Research on women in the gaming world is still rarely touched on due to the lack of researchers/researchers who have a fairly broad/established gaming perspective. This research was conducted because the world of games, especially e-sports, has a wide impact, especially in the entertainment, advertising, and technology industries. The results of what has been done in this research can be obtained that gamers are indire
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Schofield, Michael, Timothy Cerexhe, and Michael Thielscher. "HyperPlay: A Solution to General Game Playing with Imperfect Information." Proceedings of the AAAI Conference on Artificial Intelligence 26, no. 1 (2021): 1606–12. http://dx.doi.org/10.1609/aaai.v26i1.8335.

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General Game Playing is the design of AI systems able to understand the rules of new games and to use such descriptions to play those games effectively. Games with imperfectinformation have recently been added as a new challenge forexisting general game-playing systems. The HyperPlay technique presents a solution to this challenge by maintaining a collection of models of the true game as a foundation for reasoning, and move selection. The technique provides existing game players with a bolt-on solution to convert from perfect-information games to imperfect-information games. In this paper we d
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Boric, Sandra, and Christine Strauss. "What Makes a Freemium Game Player Become a Paying Player." Journal of Data Intelligence 3, no. 2 (2022): 201–17. http://dx.doi.org/10.26421/jdi3.2-1.

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This paper presents a derivation of freemium game players’ playing and paying motivations and demographic attributes by aggregating the results of 17 studies. For further characterization and a clear distinction from other gamer subgroups, this paper also contains an aggregation of playing motivations and demographic attributes of video game players in general, and of non-freemium game players. Our results suggest that socialization and competition are common motivations for playing a freemium game, and we derive enjoyment to be a particularly important playing motivation for freemium games. W
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Handojo, Matthew Szalynski, Ferdinand Ferdinand, and Njo Anastasia. "PENGARUH FINANCIAL KNOWLEDGE, FINANCIAL ATTITUDE, DAN MENTAL ACCOUNTING TERHADAP SPENDING HABITS GAMERS DI SURABAYA." National Conference on Applied Business, Education, & Technology (NCABET) 3, no. 1 (2024): 149–59. http://dx.doi.org/10.46306/ncabet.v3i1.113.

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Online games are one of the entertainment activities highly favored by the Indonesian society. The level of consumption and spending in gaming is also continuously increasing in the gaming industry. Gamers in Indonesia themselves have a willingness of 45% to spend money while playing games. This research aims to determine the influence of financial knowledge, financial attitude, and mental accounting on the spending habits of gamers in Surabaya. The sampling was done purposively on gamers residing in Surabaya who play games for more than 7 hours per week. A total of 200 respondents in Surabaya
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Nigar Ismayilova, Nigar Ismayilova, and Aida Sadiqova Aida Sadiqova. "USING GENETIC ALGORITHMS IN GAME DESIGN." PAHTEI-Procedings of Azerbaijan High Technical Educational Institutions 28, no. 05 (2023): 06–15. http://dx.doi.org/10.36962/pahtei28052023-06.

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Game industry is one of fields which most people sometimes spend much of their time with playing. So, by applying genetic algorithms our games can be more interesting and fluid for gamer. It is essential for game creators because in other situation they will not play the game. Therefore, if they use genetic algorithms in their games they will get more success in their life. Keywords: games, genetic algorithms
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Horoszkiewicz, Krzysztof, Bartosz Horoszkiewicz, and Grzegorz Załęski. "Psychomotor performance in video games." Journal of Education, Health and Sport 12, no. 7 (2022): 667–82. http://dx.doi.org/10.12775/jehs.2022.12.07.067.

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Introduction: Interactive electronic games allow to access virtual environments and interact using a computer or TV screen. Anyone who has played a video game, or seen others playing, is aware of the importance of reaction speed and eye-hand coordination skills.
 Objective: To determine the differences in psychomotor performance between professional gamers and amateurs.
 Material and Methods: A total of 62 gamers took part in the study, including 31 people - professional video game users who had participated in e-tournaments in the last month (age: M = 20.6, SD = 6.3) and 31 people w
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Vuksanović, Divna. "Aesthetics, Media, Games." Diogenes 30, no. 2 (2022): 142–57. http://dx.doi.org/10.54664/rdrd7616.

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This paper reflects the relationship between contemporary media and games in the context of aesthetic research and the existing practice of digitalization of culture. The essay aims to explore and re-examine how the traditionally conceived notion of game can be considered and applied in theoretical terms in our time, taking into account the prevailing digital media culture and the presence of artificial intelligence in it. Furthermore, the essay deliberately addresses a possible critique of digital culture from the perspective of freedom and the general humanistic worldview.
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Lauermann, Stephan. "Dynamic Matching and Bargaining Games: A General Approach." American Economic Review 103, no. 2 (2013): 663–89. http://dx.doi.org/10.1257/aer.103.2.663.

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Dynamic matching and bargaining games are models of decentralized markets with trading frictions. A central objective is to investigate how equilibrium outcomes depend on the level of frictions. In particular, does the trading outcome become Walrasian when frictions become small? Existing specifications of such games provide divergent answers. This paper presents a new characterization result for competitive allocations in quasilinear economies. The characterization result is used to investigate what causes these differences and to generalize insights from the analysis of specific matching and
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Reynaldo, Yohanes, Agung Triayudi, and Sari Ningsih. "Analisis Faktor yang Mempengaruhi Gamers PC dan Konsol Beralih ke Game Mobile menggunakan Metode K-Means Clustering." Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) 6, no. 1 (2022): 42–48. http://dx.doi.org/10.35870/jtik.v6i1.383.

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This research was conducted because of the trend that has occurred in the last 5 years in Indonesia, namely the emergence of mobile-based games that are played by many people in Indonesia from small children to adults. With the emergence of mobile-based games in Indonesia, the appeal of PC and console-based games has become less attractive. This study aims to analyze the factors that influence PC and console-based gamers to switch to mobile-based games. The method used in this study is K-means Clustering and the supporting data from this study include the age factor of the game players and the
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Genesereth, Michael, and Yngvi Björnsson. "The International General Game Playing Competition." AI Magazine 34, no. 2 (2013): 107. http://dx.doi.org/10.1609/aimag.v34i2.2475.

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Games have played a prominent role as a test-bed for advancements in the field of Artificial Intelligence ever since its foundation over half a century ago, resulting in highly specialized world-class game-playing systems being developed for various games. The establishment of the International General Game Playing Competition in 2005, however, resulted in a renewed interest in more general problem solving approaches to game playing. In general game playing (GGP) the goal is to create game-playing systems that autonomously learn how to skillfully play a wide variety of games, given only the de
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Yaman, Havva, Şeyma Nur Bekar, Hakan Yildiz, Salih Koyun, and Sibel Er Nas. "Secondary School Students’ Cognitive Structures Regarding Educational Games." Science Education International 34, no. 1 (2023): 15–24. http://dx.doi.org/10.33828/sei.v34.i1.2.

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To employ educational games in education as intended, it is required to show students’ cognitive structures for this concept. As a result, the purpose of this research was to reveal the cognitive structures of secondary school students regarding educational games. The research was a survey-based descriptive study. A total of 340 secondary school students were included for this research, which included fifth graders (n=80), sixth graders (n=95), seventh graders (n=69), and eighth graders (n=96). Simple random sampling was used to choose the participants. Data were gathered using the Word Associ
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Sokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.

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The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in video games and identifies the main tropes used to esta
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Sokolov, E.S. "Games that kill us: video games and violence in the russian printed media discourse." Sociology of Power, no. 3 (June 7, 2020): 165–88. https://doi.org/10.22394/2074-0492-2020-3-165-188.

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The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault's power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of "normal" pedagogy. The paper problematizes the mythologization of violence in video games and identifies the main tropes
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Eyniyev, Rustam. "OPTIMIZING PARALLELISM IN UNITY WITH JOB SYSTEM TOOL." Azerbaijan Journal of High Performance Computing 5, no. 2 (2022): 183–92. http://dx.doi.org/10.32010/26166127.2022.5.2.183.192.

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Every day the gaming industry is developing faster and faster. Especially the popularity of games increased during the pandemic, as many people were forced to stay at home for a long time and play games in their free time. With the increasing popularity of games, the requirements for the games themselves also increase. As a result, modern games require large computer resources. However, not all people can afford to buy computers with the most expensive video cards, many expensive CPUs, and many RAMs and other components. In order to make games accessible to users with weaker devices, developer
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Catalan, Cristobal, Lina Gega, and Jonathan Hook. "Storytelling Games for General Anxiety: Clinician Perspectives on Walking Simulator Games as Intervention." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–24. http://dx.doi.org/10.1145/3677104.

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General anxiety is a common mental health condition across the world, with many barriers preventing people from accessing treatments. A growing body of evidence suggests that serious games offer appealing and effective solutions for anxiety. Despite their potential, an understanding of game design qualities and contextual game mechanics in game-based interventions are significantly under-explored, especially for general anxiety. Alternative and emerging game genres may offer new intervention approaches previously overlooked in digital mental health research. We use story-led exploration games,
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Burch, Neil, and Robert Holte. "Automatic Move Pruning in General Single-Player Games." Proceedings of the International Symposium on Combinatorial Search 2, no. 1 (2021): 31–38. http://dx.doi.org/10.1609/socs.v2i1.18187.

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Move pruning is a low-overhead technique for reducing the size of a depth first search tree. The existing algorithm for automatically discovering move pruning information is restricted to games where all moves can be applied to every state. This paper demonstrates an algorithm which handles a general class of single player games. It gives experimental results for our technique, demonstrating both the applicability to a range of games, and the reduction in search tree size. We also provide some conditions under which move pruning is safe, and when it may interfere with other search reduction te
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