Journal articles on the topic 'Go (Game) player'
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Wirman, Hanna. "Master of Go plays Mahjong." Journal of Gaming & Virtual Worlds 16, no. 2 (2024): 171–83. https://doi.org/10.1386/jgvw_00105_1.
Full textSoemitha, Geovanny Valerian, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME MOBILE ARCADE “COVID GO AWAY” BER PLATFORM ANDROID." Jurnal Ilmu Komputer dan Sistem Informasi 9, no. 1 (2021): 85. http://dx.doi.org/10.24912/jiksi.v9i1.11564.
Full textÇetiner, Burak, and Aylin Çalışkan. "Motivators Affecting Pokemon Go Players' In-Game Purchase Intentions Using Microtransactions." Anadolu Üniversitesi Sosyal Bilimler Dergisi 25, no. 1 (2025): 295–314. https://doi.org/10.18037/ausbd.1554425.
Full textJohnson, Mark R., and Jamie Woodcock. "Fighting games and Go." Thesis Eleven 138, no. 1 (2017): 26–45. http://dx.doi.org/10.1177/0725513616689399.
Full textKurniawan, Harris. "Aplikasi Permainan Gomoku dengan Algoritma Negamax dan Alpha-Beta Search." Creative Information Technology Journal 1, no. 3 (2015): 231. http://dx.doi.org/10.24076/citec.2014v1i3.24.
Full textBlasko, Dawn G., Heather C. Lum, Mason McGuire, Tiffany Eichler, Kameron Landers, and Kara Davis. "Pokémon Go as a Tool to Study the Social and Cognitive Factors that Impact Spatial Navigation." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 1221–25. http://dx.doi.org/10.1177/1541931218621280.
Full textIguider, Adil, Kaouthar Bousselam, Oussama Elissati, Mouhcine Chami, and Abdeslam En-Nouaary. "GO Game Inspired Algorithm for Hardware Software Partitioning in Multiprocessor Embedded Systems." Computer and Information Science 12, no. 4 (2019): 111. http://dx.doi.org/10.5539/cis.v12n4p111.
Full textRichards, Kate Gemma, Kai Yuen Wong, and Mansoor Khan. "Augmented reality game-related injury." BMJ Case Reports 11, no. 1 (2018): e224012. http://dx.doi.org/10.1136/bcr-2017-224012.
Full textSchubhan, Marc, Sridhar Karra, Maximilian Altmeyer, and Antonio Krüger. "Like It or Not: Exploring the Impact of (Dis)liked Background Music on Player Behavior and Experience." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–19. http://dx.doi.org/10.1145/3677086.
Full textKazmi, S., and I. J. Palmer. "Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter." International Journal of Computer Games Technology 2010 (2010): 1–14. http://dx.doi.org/10.1155/2010/536480.
Full textHirsch, Linda, Florian Müller, Francesco Chiossi, Theodor Benga, and Andreas Martin Butz. "My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players’ Heartbeats in VR Games." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 976–1001. http://dx.doi.org/10.1145/3611057.
Full textAung, Htun Pa Pa, Mohd Nor Akmal Khalid, and Hiroyuki Iida. "What Constitutes Fairness in Games? A Case Study with Scrabble." Information 12, no. 9 (2021): 352. http://dx.doi.org/10.3390/info12090352.
Full textArham, Zainul, Qurrotul Aini, and Sergio Pratama Arifin. "FAKTOR-FAKTOR MEMENGARUHI NIAT BERMAIN GAME AR BERBASIS LOKASI DENGAN TEORI USES & GRATIFICATIONS (STUDI KASUS: POKEMON GO)." JURNAL PERANGKAT LUNAK 7, no. 2 (2025): 173–85. https://doi.org/10.32520/jupel.v7i2.4167.
Full textHalim, Hanasrullah, Wan Amirah Najwa Wan Idris, and Haslina Hassan. "Learning Logic Gate through 7-Gates Game." International Journal of Multimedia and Recent Innovation 2, no. 1 (2020): 1–10. http://dx.doi.org/10.36079/lamintang.ijmari-0201.70.
Full textCastanheira Retes de Sousa, Thiago, and Rafael Lima de Carvalho. "Development of an AI-based bot to Tibia MMORPG." Academic Journal on Computing, Engineering and Applied Mathematics 2, no. 2 (2021): 1–9. http://dx.doi.org/10.20873/uft.2675-3588.2021.v2n2.p1-9.
Full textMalik, Aqdas, Kari Hiekkanen, Zaheer Hussain, Juho Hamari, and Aditya Johri. "How players across gender and age experience Pokémon Go?" Universal Access in the Information Society 19, no. 4 (2019): 799–812. http://dx.doi.org/10.1007/s10209-019-00694-7.
Full textWilliamson, Matt. "Nice day to go fishing." Science Fiction Film & Television 17, no. 3 (2024): 357–74. http://dx.doi.org/10.3828/sfftv.2024.20.
Full textJenson, Jennifer, Nicholas Taylor, and Suzanne De Castell. "Epidemic: Learning Games Go Viral." Journal of the Canadian Association for Curriculum Studies 8, no. 2 (2011): 28–49. http://dx.doi.org/10.25071/1916-4467.30960.
Full textRendu, Quentin. "Go Players Should Not Trust AI Win Rate." Journal of Go Studies 17, no. 2 (2023): 61–88. http://dx.doi.org/10.62578/476299.
Full textJørgen Jacobsen, Hans. "On the Foundations of Nash Equilibrium." Economics and Philosophy 12, no. 1 (1996): 67–88. http://dx.doi.org/10.1017/s0266267100003722.
Full textAzahari, Azahari, Ivan Haristyawan, and Muhammad Jariansyah. "IMPLEMENTASI FSM SEBAGAI RESPON OTONOM DAN ADAPTIF NPC PADA GAME “AWANG MENJELAJAHI KOTA TENGGARONG”." Jurnal Ilmiah Matrik 22, no. 2 (2020): 153–61. http://dx.doi.org/10.33557/jurnalmatrik.v22i2.987.
Full textTokgöz, Cemile, and Burak Polat. "Sociability on Location Based Mobile Games: An Ethnographic Research on Pokémon Go and Ingress in Istanbul." European Journal of Social Science Education and Research 5, no. 1 (2018): 111–20. http://dx.doi.org/10.2478/ejser-2018-0012.
Full textDominguez, Mike, R. Michael Young, and Stephen Roller. "Design and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics for 3D Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 1 (2011): 134–39. http://dx.doi.org/10.1609/aiide.v7i1.12447.
Full textFujita, Kazuhisa. "AlphaDDA: strategies for adjusting the playing strength of a fully trained AlphaZero system to a suitable human training partner." PeerJ Computer Science 8 (October 4, 2022): e1123. http://dx.doi.org/10.7717/peerj-cs.1123.
Full textFord, Robert, James Grime, Eric Harshbarger, and Brian Pollock. "Go First Dice for Five Players and Beyond." Recreational Mathematics Magazine 10, no. 17 (2023): 75–87. http://dx.doi.org/10.2478/rmm-2023-0004.
Full textHuang, Richard Feiyang. "The Impact of Flow State and Immersion in Video Games." Communications in Humanities Research 5, no. 1 (2023): 43–48. http://dx.doi.org/10.54254/2753-7064/5/20230028.
Full textValerio, Larue, Fatma Hilal Yagin, and Spiridon Plakias. "Comparative Analysis of Pass Go and Traditional Drill Training Methods on Passing Accuracy Development in Youth Football Players Aged 12-15 Years: A Randomized Controlled Trial." INSPIREE: Indonesian Sport Innovation Review 6, no. 02 (2025): 148–58. https://doi.org/10.53905/inspiree.v6i02.152.
Full textHUANG, TIMOTHY, GRAEME CONNELL, and BRYAN McQUADE. "EXPERIMENTS WITH LEARNING OPENING STRATEGY IN THE GAME OF GO." International Journal on Artificial Intelligence Tools 13, no. 01 (2004): 101–14. http://dx.doi.org/10.1142/s0218213004001430.
Full textLaato, Samuli, Teemu H. Laine, and A. K. M. Najmul Islam. "Location-Based Games and the COVID-19 Pandemic: An Analysis of Responses from Game Developers and Players." Multimodal Technologies and Interaction 4, no. 2 (2020): 29. http://dx.doi.org/10.3390/mti4020029.
Full textCasamaximo, Rafael Furlanetto, Henrique Cristovão De Souza, Lucas Daniel Veríssimo, Luis Felipe Levinski Migliorini, Elieser Botelho Manhas Júnior, and Alan Salvany Felinto. "Guidelines for the development of Escape Room genre games utilizing the emotion-based MDA framework and its application on the Logic Gates project." Journal on Interactive Systems 14, no. 1 (2023): 481–93. http://dx.doi.org/10.5753/jis.2023.3199.
Full textLiu, Chanjuan, Ruining Zhang, Yu Zhang, and Enqiang Zhu. "A Formal Representation for Intelligent Decision-Making in Games." Mathematics 11, no. 22 (2023): 4567. http://dx.doi.org/10.3390/math11224567.
Full textEgri-Nagy, Attila, and Antti Törmänen. "The Game Is Not over Yet—Go in the Post-AlphaGo Era." Philosophies 5, no. 4 (2020): 37. http://dx.doi.org/10.3390/philosophies5040037.
Full textDeterding, Sebastian, and Joe Cutting. "Objective Difficulty-Skill Balance Impacts Perceived Balance but Not Behaviour: A Test of Flow and Self-Determination Theory Predictions." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 1179–205. http://dx.doi.org/10.1145/3611065.
Full textLantz, Björn. "Bankroll management in Sit and go poker tournaments." Journal of Gambling Business and Economics 10, no. 2 (2016): 1–10. http://dx.doi.org/10.5750/jgbe.v10i2.1096.
Full textAustin, Hailey J., and Lydia R. Cooper. "Feeling the narrative control(ler): Casual art games as trauma therapy." Replay. The Polish Journal of Game Studies 8, no. 1 (2022): 119–33. http://dx.doi.org/10.18778/2391-8551.08.07.
Full textNunes, Leonardo Berté, and Benhur Pinós da Costa. "The Hybrid Space in Santa Maria (RS, Brazil): experiencing the city as a Pokémon Go player." Terr Plural 16 (2022): 1–20. http://dx.doi.org/10.5212/terraplural.v.16.2217390.012.
Full textGhazali, Ezlika, Dilip S. Mutum, and Mei-Yuen Woon. "Exploring player behavior and motivations to continue playing Pokémon GO." Information Technology & People 32, no. 3 (2019): 646–67. http://dx.doi.org/10.1108/itp-07-2017-0216.
Full textFernanda, Adwita, Abid Renata Fadri Geovanni, and Miftahul Huda. "Application of Artificial Intelligence to the Development of Playing Ability in the Valorant Game." IAIC Transactions on Sustainable Digital Innovation (ITSDI) 4, no. 1 (2022): 22–31. http://dx.doi.org/10.34306/itsdi.v4i1.566.
Full textSchmidt-Madsen, Jacob. "Discovering Dadu: A Ludemic Enigma from South Asia." Board Game Studies Journal 18, no. 1 (2024): 75–118. http://dx.doi.org/10.2478/bgs-2024-0004.
Full textPeaty, Gwyneth, and Tama Leaver. "The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic." Australasian Journal of Popular Culture 9, no. 2 (2020): 127–43. http://dx.doi.org/10.1386/ajpc_00023_1.
Full textFuchs, Mathias, and Andreas Sudmann. "Games and AI: Paths, Challenges, Critique." Eludamos: Journal for Computer Game Culture 10, no. 1 (2020): 1–7. http://dx.doi.org/10.7557/23.6168.
Full textPeaty, Gwyneth, and Tama Leaver. "The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic." Australasian Journal of Popular Culture 9, no. 2 (2020): 127–43. https://doi.org/10.1386/ajpc_00023_1.
Full textGoldwaser, Adrian, and Michael Thielscher. "Deep Reinforcement Learning for General Game Playing." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 02 (2020): 1701–8. http://dx.doi.org/10.1609/aaai.v34i02.5533.
Full textBartsch, Adam, Edward Benzel, Sergey Samorezov, and Vincent Miele. "High Energy American Football Head Impacts to the Side and Rear Damaging Than to the Front." Neurology 93, no. 14 Supplement 1 (2019): S10.1—S10. http://dx.doi.org/10.1212/01.wnl.0000580920.17339.01.
Full textFitzgerald, William M., and Jane U. Boyd. "Teacher to Teacher: A Number Line with Character." Arithmetic Teacher 41, no. 7 (1994): 368–69. http://dx.doi.org/10.5951/at.41.7.0368.
Full textTang, Hailun. "Analysis of the Influences of Game Localization on Game Public Relations." Communications in Humanities Research 18, no. 1 (2023): 175–80. http://dx.doi.org/10.54254/2753-7064/18/20231157.
Full textWhitehouse, Daniel, Peter Cowling, Edward Powley, and Jeff Rollason. "Integrating Monte Carlo Tree Search with Knowledge-Based Methods to Create Engaging Play in a Commercial Mobile Game." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, no. 1 (2021): 100–105. http://dx.doi.org/10.1609/aiide.v9i1.12679.
Full textUrbaniak, Karol, Jarosław Wątróbski, and Wojciech Sałabun. "Identification of Players Ranking in E-Sport." Applied Sciences 10, no. 19 (2020): 6768. http://dx.doi.org/10.3390/app10196768.
Full textRaposo, Diego J., and Padraig X. Lamont. "Mathematical analysis of the Royal Game of Ur." Board Game Studies Journal 17, no. 1 (2023): 1–46. http://dx.doi.org/10.2478/bgs-2023-0001.
Full textLee, Chang-Shing, Mei-Hui Wang, Sheng-Chi Yang, et al. "FML-based Dynamic Assessment Agent for Human-Machine Cooperative System on Game of Go." International Journal of Uncertainty, Fuzziness and Knowledge-Based Systems 25, no. 05 (2017): 677–705. http://dx.doi.org/10.1142/s0218488517500295.
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