Academic literature on the topic 'Go (Game) players'

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Journal articles on the topic "Go (Game) players"

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Soemitha, 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.

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“Covid Go Away” is an arcade game with a campaign theme. This game is played on Android devices with minimum API Level Android 4.4 "Kit Kat" (API Level 19). The program used to make this game is Unity 2018.4.15f1 with the C# programming language. Game "Covid Go Away" consists of 6 mini games. Each mini game content information product in life during a pandemic. If the player's score has reached a certain score, the player will get a prize which can be seen on the main menu. Based on the results of beta testing with 34 respondents, the game "Covid Go Away" has succeeded in delivering information about healthy living as well as informing players to maintain their health.
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Johnson, Mark R., and Jamie Woodcock. "Fighting games and Go." Thesis Eleven 138, no. 1 (2017): 26–45. http://dx.doi.org/10.1177/0725513616689399.

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This paper examines the varied cultural meanings of computer game play in competitive and professional computer gaming and live-streaming. To do so it riffs off Andrew Feenberg’s 1994 work exploring the changing meanings of the ancient board game of Go in mid-century Japan. We argue that whereas Go saw a de-aestheticization with the growth of newspaper reporting and a new breed of ‘westernized’ player, the rise of professionalized computer gameplay has upset this trend, causing a re-aestheticization of professional game competition as a result of the many informal elements that contribute to the successes, and public perceptions, of professional players. In doing so we open up the consideration of the aesthetics of broadcasted gameplay, how they reflect back upon the players and the game, and locate this shift historically and culturally within the last two decades of computer games as a creative industry, entertainment industry, a media form, and as an embodied practice.
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Gee, Low Ann, Ambusam Subramaniam, Sivaguru Muthusamy, and Rajkumar Krishnan Vasanthi. "DOES PLAYING LOCATION-BASED AUGMENTED REALITY GAME INCREASES THE LEVEL OF PHYSICAL ACTIVITY?" Journal of Experimental Biology and Agricultural Sciences 9, Spl-1- GCSGD_2020 (2021): S182—S186. http://dx.doi.org/10.18006/2021.9(spl-1-gcsgd_2020).s182.s186.

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Recently, there are an increasing trend in location-based augmented reality (AR) games that require players to move around physically to acquire the in-game features as well as game bonuses. The introduction of this location-based augmented reality (AR) games, specifically, Pokémon Go, has made the players physically move around to achieve higher levels and indirectly, improves the level of physical activity. Thus, the objective of the current study is to examine the association between the time spent playing location-based AR games specifically Pokémon Go, and the level of physical activity of the players in Malaysia. A self-administered questionnaire was circulated among Pokémon Go players and based on the inclusion and exclusion criteria, 47 players were recruited in the study. Global Physical Activity Questionnaire (GPAQ) was used to identify the level of physical activity. The association between time spent playing Pokémon Go and level of physical activity were examined using the Chi-square test. The results of the current study showed no significant association between days spent playing Pokémon Go and level of physical activity (p = .14), hours spent playing Pokémon Go and physical activity (p = .516), or between daily hours spent playing Pokémon Go and daily sedentary time (p = .283). Nevertheless, the mean of the study reported that the physical activity level of the players increased concurrently as the player’s game frequency increases. Further studies are required to shed light on how location-based AR games can be implemented as potential strategies to engage an active lifestyle.
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Barollet, Théo, and Colin Le Duc. "A Statistical Analysis of Amateur Go players to Assist AI-cheating Detection." Journal of Go Studies 17, no. 2 (2023): 89–106. http://dx.doi.org/10.62578/980526.

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Since the democratization of powerful AI engines for the game of Go, it is not uncommon to see a drastic level increase of some players that must be explained with the help of AI. This is considered cheating and forbidden by most organizations. When looking at online beginners and stronger amateur players, we discovered that they can display playing strength below professional level and still confidently win the game, as opposed to professional players. This makes using only AI-likeness metrics not sufficient to detect such players. We propose a method based on the analysis of a player’s performance considering point loss distribution over several games, taking into account only relevant moves of a game. We still use an AI-likeness metric for analyzing individual games where the use of AI may not be consistent. We evaluated our methods on two European go official online leagues, where cheating detection was already performed (for a total of about 150 unique regular players, with levels ranging from 20 kyu to 5 European dan). We show that our system confirmed 5 cases of players previously banned for cheating (out of 6). Our methods do not set out to categorize players between “cheaters” and “not cheaters,” but rather rank them in order of suspicion, for the sake of assisting referees and providing them a way to effectively investigate suspicious players over time.
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Schlomann, Anna, and Peter Rasche. "Same but Different: A Comparison of Players’ Perceptions and Motivational Factors in Two Commercially Available AR Games." Computer Games Journal 9, no. 4 (2020): 383–99. http://dx.doi.org/10.1007/s40869-020-00114-4.

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Abstract In 2019, the Harry Potter-themed augmented reality (AR) game Wizards Unite was released, one which employed the same game mechanics as Pokémon Go. In order to explore the similarities and differences in players’ perceptions, motivations to play, and missing functions in Wizards Unite and Pokémon Go, we conducted a web-based survey which targeted active players of Wizards Unite 14 weeks after its release. The results are compared to a survey applying the same methodology and questions directed at active players of Pokémon Go. An important reason why many players started playing Wizards Unite was that they were already Harry Potter fans. For Wizards Unite players the motivation stemming from public attention was lower compared to that for Pokémon Go players. The main motivating factors drawing players to these games include fun, curiosity, and being physically active. The AR function was not mentioned as a motivating factor for either game. The aspect of players being able to collect and complete the game was more of a motivation for playing Pokémon Go. Although the game mechanisms are similar, we identified specific differences in the motivational factors of the two games. The main difference is the misfit between the general game story with hunting and collecting within the Harry Potter universe. Nevertheless, the theme of the game and its background story can be important long-term motivating factors of Wizards Unite. The findings in this paper provide insights into how one can create AR games that meet players’ needs.
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Laato, Samuli, Sonja Hyrynsalmi, Sampsa Rauti, A. K. M. Najmul Islam, and Teemu H. Laine. "Location-based Games as Exergames - From Pokémon To The Wizarding World." International Journal of Serious Games 7, no. 1 (2020): 79–95. http://dx.doi.org/10.17083/ijsg.v7i1.337.

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Exergames, i.e. games which aim to increase player’s physical activity, are a prominent sub-category of serious games (SGs). Recently, location-based games (LBGs) similar to Pokémon GO have gained the attention of exergame designers as they have been able to reach people who would otherwise not be motivated to exercise. Multiple studies have been conducted on Pokémon GO alone, identifying positive outcomes related to, for example, exercise and social well-being. However, with substantial findings derived from a single game, it is unclear whether the identified benefits of playing Pokémon GO are present in other similar games. In order to broaden the understanding of LBGs as exergames, this study investigates the gameplay features and initial reactions of early adopters to a game called Harry Potter: Wizards Unite (HPWU) which was launched in summer 2019. A questionnaire (N=346) was sent to HPWU players to measure the effects playing the game has on their physical activity. During the first week of play, an increase in mild physical activity was recorded among HPWU players, similar to what has been reported with Pokémon GO. Also almost half of respondents (46,82%) reported to play the game socially, showcasing how LBGs can generally have a positive impactalso on players’ social well-being.
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Jenson, 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.

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In this case study, we document the development and user-testing of Epidemic: Self-care for Crisis, an online educational resource that invites users (aged 14-20) to develop game-based knowledge and practices around prevention, self-care and (mis)information in the face of contagious diseases - a timely project, given the ongoing anxieties, and false (and not so false) alarms, over SARS, Avian Flu, and H1N1. The game Contagion, the forerunner to Epidemic, mobilized the conventions and mechanics of single-player adventure games to engage players 'experientially' with health- and disease-related understandings: we configured the same basic self-care information as "narrative knowledge", intended to mobilize players' attention and intelligence voluntarily, using narrative as a rhetorical strategy. We were using narrative's traditional, paradigmatic function within literate cultural forms of interpellation - stories of playful, pleasurable persuasion designed to engage players, Epidemic takes a decidedly different tack towards delivering the same educational content. Reconfiguring digital play within social networking conventions affords us a design-based platform for fundamental theory development in game-based learning. Epidemic's modular, Flash and XML-based design allows for accessible and straightforward creation and editing of educational content, both textual and visual: players can generate and publish their own virus-like avatars, stop-motion animations, and disease-related public service announcements. Some interesting divergences in play-based education on community health/self care, between interactive narrative and social-networking configurations for ludic knowledge representation, appear noteworthy. Our user-testing, we argue, signifies a further innovation in the field of educational game design, leaving behind the clichéd concern over 'what did you learn today' in favor of focusing on when and how laughter, engagement and attention are most at work. Taken together, these innovations instantiate an approach to digitally-mediated learning that construes and practices assessment differently than in traditional education (and in educational technology design), which are more concerned with propositionally identifiable learning outcomes. In the case of Epidemic, however, we are more concerned with how play-based learning design can best support the cultivation of responsible and critically-informed attitudes towards public health.
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Abd Wahab, Siti Aminah, Nur Hafifah Jamalludin, and Saodah Wok. "Factors Determining Pokémon Go Addiction in Malaysia." GATR Journal of Management and Marketing Review 2, no. 2 (2017): 73–78. http://dx.doi.org/10.35609/jmmr.2017.2.2(11).

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Objective - This study focuses on factors determining Pokémon Go addiction behaviour among players in Malaysia. Using the Personal Construct Theory (PCT), the relationship between perception of Pokémon Go players and their addiction behaviour toward the game is examined. The objectives of this study are (1) to identify the levels of perception and addiction behaviour of the Pokémon Go players in Malaysia; (2) to determine the relationship between perception and addiction behaviour of the Pokémon Go players; and (3) to investigate the moderating effects of age, gender and ethnicity on the relationship between perception and addiction behaviour of the Pokémon Go players. Methodology/Technique - The study employs the quantitative research design. The data are collected from 270 respondents using a self-administered questionnaire. Findings – The results show that even though the addiction behaviour of Pokémon Go players is low, the perception of Pokémon Go players towards the game is positive. Therefore, both addiction behaviour and perception are positively related. Age and gender are found to be moderate in the relationship between perception and addiction behaviour. With these results, the assumptions of PCT hold true. Novelty - The present study examines the relationship between perception of Pokémon Go players and their addiction behaviour toward the game. This research can provide insights regarding mobile gaming having similar features as the Pokémon Go. Type of Paper - Empirical Keywords: Gender; Malaysia; Mobile Games; Perception on Pokémon Go; Personal Construct Theory. JEL Classification: D11, L82, L86.
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Malik, 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.

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Abstract The purpose of this study is to provide insights into player experiences and motivations in Pokémon Go, a relatively new phenomenon of location-based augmented reality games. With the increasing usage and adoption of various forms of digital games worldwide, investigating the motivations for playing games has become crucial not only for researchers but for game developers, designers, and policy makers. Using an online survey (N = 1190), the study explores the motivational, usage, and privacy concerns variations among age and gender groups of Pokémon Go players. Most of the players, who are likely to be casual gamers, are persuaded toward the game due to nostalgic association and word of mouth. Females play Pokémon Go to fulfill physical exploration and enjoyment gratifications. On the other hand, males seek to accomplish social interactivity, achievement, coolness, and nostalgia gratifications. Compared to females, males are more concerned about the privacy aspects associated with the game. With regard to age, younger players display strong connotation with most of the studied gratifications and the intensity drops significantly with an increase in age. With the increasing use of online and mobile games worldwide among all cohorts of society, the study sets the way for a deeper analysis of motivation factors with respect to age and gender. Understanding motivations for play can provide researchers with the analytic tools to gain insight into the preferences for and effects of game play for different kinds of users.
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Khlomov, K. D., and D. G. Davydov. "What the Pokemon Go have study adolescents for?" Psychological-Educational Studies 9, no. 4 (2017): 86–98. http://dx.doi.org/10.17759/psyedu.2017090409.

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The paper reports the results of the research on the adolescents – Pokemon Go players. The hypotheses towards the role of the games with virtual and augmented reality within the modern society presented in the scientific literature are discussed. The aim of this research was to check the link between personal characteristics, the social situation factors (e.g. family context), young men images about him or herself, and meaning and personal value of the game. The results of the structured interviews with 44 adolescents playing Pokemon Go on the street are given; the players’ representations towards themselves, their social environment, and the game are discovered. The conclusions about the meaning of the virtual, geographic, and social realities integration and social and family environment influence on the game involvement are made. The psychological mechanisms of the involvement into the game and the role of the social and family environment are discussed. In this article was made the conclusions about the role of virtual, geographic, social reality integration, social and family role, and psychological mechanism to be involved in the game. Subjective space transformation and the changes in everyday city landscape meanings conditioned by the game are discussed. The game allows the adolescents and youth to see the reality out of the everyday routine.
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Dissertations / Theses on the topic "Go (Game) players"

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Palmestedt, Bill. "Player perceptions of Pokémon Go." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32476.

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In a recent pilot study, it was revealed that certain players of Pokémon Go did not account for the game while asked to specify the games they played regularly, although they had previously mentioned that they play the game daily. This paper will explore those player’s perception of Pokémon Go in aim to understand why they did not account for the game. This study uses a series of interviews of the participants to explore how they perceive the game. The interviews are analysed thematically using predefined themes and the results suggests that the reason to why the game was not accounted for might be related to the pervasive nature of the game.
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LIU, MEI-LUN, and 劉美倫. "A Study of Mobile Game Players Continuing Using Intention − A Case of Pokémon Go." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/24ddsa.

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碩士<br>華梵大學<br>資訊管理學系碩士班<br>107<br>With the development and advancement of technology, modern people must have a mobile phone. The frequency of use of mobile phones has already surpassed that of computers. Mobile phones can play games in addition to making calls. Mobile games have become one of the most important leisure entertainments in a busy society. This study is based on the Theory of Planed Behavior (TPB) and explores the willingness to use Pokémon GO game players. This research adopts the questionnaire survey method. The players of the Pokémon GO game line group and the Facebook community: "Pokémon GO" are collected samples. A total of 325 online questionnaires were collected, of which 313 were valid questionnaires. The questionnaire recovery rate was 96.3%. After the questionnaire was collected, the statistical software processing was performed using the computer suite statistical software SPSS. The statistical methods used include: narrative statistical analysis, t-test, single-factor variance analysis, and correlation and multiple regression analysis. The results of this study found that: First, there is no significant difference in the gender, age, marriage, education level and the time to start playing Pokémon GO games. Second, there is a significant difference in the use of the average daily login time and participation in Pokémon GO related activities. Third, there is a significant positive correlation between the "positive sentiment level" in the sense of pleasure and the "attitude" in the theory of planed behavior. Fourth, the study found that four factors such as "positive sentiment level", "manufacturer strategy", "attitude" and "heart flow experience" are significant predictors of continuous use intention.
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LAI, CHIH CHIEN, and 賴志堅. "The Research of Gamification and Involvement Theory on the Loyalty of Game Players - A Case Study of Pokemon GO." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/tnbs6h.

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碩士<br>國立臺北教育大學<br>數位科技設計學系(含玩具與遊戲設計碩士班)<br>106<br>This study takes Pokémon GO as an example to discuss the influence of gamification core driving force and involvement theory on game player loyalty. Launch of Pokémon GO made a stir in the world. In order to capture Pokémon GO, players flocked to the streets and after the craze many players were not active. It still retains about 65 million active users each month in the world. To find out Pokémon GO's advantage of attracting players and the disadvantages of losing players, questionnaire survey was conducted for the inactive players and active players of Pokémon GO. At first, a small sample number was selected and 30 players were investigated. After the project analysis, factor analysis and reliability analysis, the formal questionnaire was designed with a total of 37 questions, and was issued to Pokémon GO fan groups on Facebook. A total of 126 questionnaires were issued. After deletion of the questionnaires which are filled in the single answer, there are 112 valid questionnaires, and the effective questionnaire recovery rate is 88.9%. The data were analyzed by reliability analysis, descriptive statistical analysis, correlational analysis, and regression analysis. The results showed that the integration of gamified 8 core driving forces with the involvement theory has a significantly positive effect on loyalty. Pokémon GO's variables “significant mission and summon”, “development and achievement”, “creativity and feedback”, and “ownership and possessiveness” have a high explained power on loyalty, thus maintaining players’ loyalty. As a result, Pokémon GO still has 65 million active users each month.
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HSU, JUI-YING, and 徐瑞縈. "The Exploration of Game Motivation and Network Community Information Sharing Behaviors on the Pokémon GO Players’ Experience Satisfaction – The Pikachu Effect Verifications." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/95jh4d.

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碩士<br>育達科技大學<br>行銷與流通管理所<br>106<br>A huge change and influence on human life happened due to technology advance, smart phone popularization, network speed increase and application programs(APP) innovation. The invention of augmented reality technology is integrated with the game industry perfectly. The game named Pokémon GO motivates players to go outdoor and experience game in a different way. The market survey shows that the number of middle-aged Pokémon GO players is in an upward trend. Facing with the social structure change and population aging society, there are huge market opportunity of game industry. However, related researches regarding to middle-aged players have not seen in current literatures yet. This research is based on this trend. According to data collection from Taiwanese Pokémon GO players, this research will discuss about the motivation of Pokémon GO players, network community information sharing and the correlation between game experience and game experience satisfaction. It will also verify the age difference of Pikachu effect. The results of the study show that variables such as age, gender, education level, occupation and player rank all had significant differences in game motivation, network community information sharing and game experience. Education level and stratified age are significant differences in game experience satisfaction. The Pikachu effect of players over 51-year-old is stronger and the Pikachu effect influence game experience satisfaction.
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SUNG, CHIA-HAO, and 宋家豪. "Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/z77s38.

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碩士<br>開南大學<br>商學院碩士班<br>107<br>Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go Abstract With the development of mobile devices and networks, people depend on mobile phone in their daily life, in accompany with the advent of more functional and playful. Recently, a very popular mobile game - Pokémon Go has caused the public entering a frenzy . With the combination of kinds of technologies, Augment reality (AR) and GPS positioning. Players can experience the adventure of game in their real life. This study aims to explores the perceived values of Pokémon go players, and how these factors leads players continuing play this game. The purpose of this study is to explore the impacts of perceived values (e.g.," utilitarian value", " hedonic value", "social value", "epistemic value", "emotional value" on "satisfaction ","flow experience" and "continuance intention". The survey method was conducted to collect research data. In the end, 367 valid questionnaires were collected. PLS software was used to carry out the research hypothesis. The results show that perceived "utilitarian value" has a positive effect on "satisfaction" but no significant effect on " flow experience"; " hedonic value " has a positive impact on both "satisfaction" and " flow experience ", " social value" has no positive effect on "satisfaction" and on “ flow experience", "emotional value" positively affects "satisfaction" and " flow experience ", " epistemic value" has a positive impact on "satisfaction" and " flow experience ". In addition "satisfaction" and "flow experience" have a significant impact on " continuance intention ". Gender differences exist in the relationship between "satisfaction" and " continuance intention", and that of "social value " and " flow experience". The study suggests that the company sure be increasing "satisfaction" and "flow experience" to increasing the intention of continuance . Keywords: Pokémon Go, Perceive Value, Consumer Value, Satisfaction, Flow Experience, Continuance Intention
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LAI, YEN KU, and 賴彥谷. "Research on the Motivation of Participating in Games and the Value of Virtual Item Affecting Players’ Willingness of Consumption - A Case Study of Pokemon GO." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/ukxfp9.

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碩士<br>萬能科技大學<br>資訊管理研究所在職專班<br>107<br>Pokémon GO is the first mobile game that combines Location-Based Service (LBS) and Augmented Reality (AR). This study is aimed at the game participation motivation, value of virtual item, degree of immersion and willingness to consume of Pokémon GO players to understand the factors that affect the consumption of the Pokémon GO player, and to understand the potential business opportunities and consumption incentives of online games in Taiwan. This study conducted a questionnaire survey of players on the Internet for the convenience of sampling. The main research objects are members of Facebook Pokémon Related Society and Pokémon Player Line Group. This study used the data obtained from the questionnaire survey to perform statistical analysis with SPSS20 and SmartPLS2.0 software packages. The main findings of this study are as follows: 1.Self-affirmation, social needs, leisure and entertainment, and escape from reality. These motivations bring about a significant positive impact on the degree of flow. 2.Self-affirmation, social needs, leisure and entertainment. These motivations bring about a significant positive impact on the willingness to consume. 3.The virtual item function bring about a significant positive impact on degree of flow. 4.Reasonable virtual item prices and promotions bring about a significant positive impact on the willingness to consume. 5.The degree of flow bring about a significant positive impact on the willingness to consume.
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TSAI, CHENG-YU, and 蔡承育. "A Study of Influences of Senses of Virtual Community of Augmented Reality (AR) Games on Motivation and Stickness: Taking Examples of Ingress and Pokemon Go Players." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/7u2shu.

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碩士<br>明志科技大學<br>經營管理系碩士班<br>105<br>This study contains the augmented reality (AR) game, the AR game is different from online game, it join real world map in game then make unprecedented trend, and popular game must be Pokemon Go and Ingress in these years, they both have Innovative, not only attract a multitude of player but also create economy growth of the tourism industry. However the trend will be eventually fade, if game want to sustainable operation, it must discover player's motivation. As a result, in this study is from the motivation side to discuss player's sense of community and stickiness, moreover, must investigate player’s participation factor. This study will investigate that Influences of senses of virtual community of AR games on motivation and stickiness, motivation is independent variable, sense of community is intervening variable as well as dependent variable. The study method uses the web survey procedure, furthermore, the participants in this study were augmented reality(AR) player via software SPSS20.0 and AMOS24.0 to verification hypothesis.   The results of the study were as follows: (1)Motivation of Pokemon Go and Ingress both have significantly positive effect on sense of community.(2) Sense of community of Ingress has significantly positive effect on stickiness, but Pokemon Go doesn’t has.(3) sense of virtual community of Ingress is the fully mediating effect, however sense of virtual community of Pokemon Go isn’t the mediating effect.
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Books on the topic "Go (Game) players"

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Pak, Ch'i-mun. Cong Yao Shun dao Li Changhao. Dong fang chu ban she, 2007.

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Pak, Chʻi-mun. Yosun eso Yi Chʻang-ho kkaji: Pak Chʻi-mun paduk esei. Chʻŏngnyŏnsa, 1992.

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Yang, Sang-guk. Paduk ŭi kil, sam ŭi kil. Nanam, 2009.

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Ryan, Justin. Mini hacks for Pokemon GO players: Secret tips for mastering the game. Skyhorse Publishing Company, Incorporated, 2016.

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Mizuguchi, Fujio. Shinzui wa chōwa ni ari: Go Seigen go no uchū. Nō-san-gyoson Bunka Kyōkai, 2003.

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Noriyuki, Nakayama. Igo no sekai. Iwanami Shoten, 1986.

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Cho, Chʻi-hun. Ban ni nozonde moeru: Igo kōgi. Asahi Shuppansha, 1985.

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Kim, Su-yŏng. Na ŭi sŭsŭng Cho Nam-chʻŏl. Hanʻguk kiwŏn, 1998.

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Obata, Takeshi. Qi hun. Dong li chu ban she you xian gong si, 2003.

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Obata, Takeshi. Qi hun. Dong li chu ban she you xian gong si, 2003.

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Book chapters on the topic "Go (Game) players"

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Tong, Xin, Ankit Gupta, Diane Gromala, and Chris D. Shaw. "Players’ Experience of an Augmented Reality Game, Pokémon Go: Inspirations and Implications for Designing Pervasive Health Gamified Applications." In Distributed, Ambient and Pervasive Interactions. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58697-7_50.

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Cazenave, Tristan. "Multi-player Go." In Computers and Games. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-87608-3_5.

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Koskinen, Elina, Dale Leorke, Kati Alha, and Janne Paavilainen. "Player Experiences in Location-Based Games: Memorable Moments with Pokémon GO." In Augmented Reality Games I. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9_7.

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Moudřík, Josef, and Roman Neruda. "Determining Player Skill in the Game of Go with Deep Neural Networks." In Theory and Practice of Natural Computing. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-49001-4_15.

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Nery Filho, Jesse, and Ana Isabel Veloso. "Promoting Active Aging Through Location-Based Games: A Survey of Older Pokémon Go Players." In Lecture Notes in Computer Science. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78111-8_7.

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P. Jantke, Klaus, Hans-Holger Wache, and Ronny Franke. "Time Travel Gamification of Learning and Training: From Theoretical Concepts to Practical Applications." In Game Theory - From Idea to Practice [Working Title]. IntechOpen, 2022. http://dx.doi.org/10.5772/intechopen.108519.

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Gamification is considered the systematic anticipation and design of affective experiences. It is not erroneously reduced to the usage of game-typical elements in another context. The human experiences in focus are varying forms of virtual time travel. In a time travel exploratory game, players return virtually to the past for gaining insights and, possibly, finding artifacts bring back to the present time. This works well for environmental education studying, by way of illustration, the worldwide ocean warming over several decades. Time travel prevention games go even further. Players who visit the past get an opportunity to impact their fate. This works well in application areas such as crime prevention and industrial accident prevention. Dynamic time travel prevention games are a recently developed game type in which the past changes dynamically to support the player’s chances of successfully completing the mission. The authors present original concepts and technologies and demonstrate running applications.
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Schleiner, Anne-Marie. "The Geopolitics of Pokémon Go: Navigating Bordering Cities with a Mobile Augmented Reality Game Map." In Transnational Play. Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789463728904_ch05.

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In this chapter I recount an ethnographic play tour I undertook of the augmented reality mobile game Pokémon Go in the cities of Tijuana and San Diego at the United States and Mexican border, with help from skilled local players. I also conduct a theoretical inquiry into the cartography of augmented reality mobile games informed by post-colonialism and geography. Although technically advanced, I posit that such games implement older, geopolitical approaches to mapmaking when streets on the game map are converted into corridors of play stations. The chapter closes with a discussion of novel and feminist cartographic strategies and cheats I encountered among Mexican players for mitigating the risks and obstacles to playing such mobile games in urban public space.
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Wang, Shaojung Sharon. "Spatial Immersion and Human Interaction." In Advances in Media, Entertainment, and the Arts. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2433-6.ch018.

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This study investigated how Pokémon GO play may integrate players' gaming experiences and physical environments to facilitate spatial-human immersions in psychologically meaningful ways. Two age groups that represent generational players were further compared. A survey of 1031 players found that co-presence was positively associated with game enjoyment and game involvement, and nostalgia was positively associated with game enjoyment. The mediation effect of nostalgia on game involvement through game enjoyment was significant and game involvement completely mediated the relationship between game enjoyment and place attachment. In the 35 years and older age group, the direct effect of nostalgia on game involvement and the indirect effect of nostalgia on game involvement through game enjoyment were both significant. Theoretical implications on linking spatial relationships and the process of movement in the immersive AR environment and connecting the media experiences from one's formative youth period to the world of technological advances are elaborated.
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Finco, Mateus David. "Entertainment and Physical Activities." In Global Perspectives on Gameful and Playful Teaching and Learning. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2015-4.ch005.

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It is possible to observe that gameplays are a big success in many different places. From arcade games to the most recent games, users have been trying different games to entertain and lately exergames are supporting users to enhance physical activities level in their daily basis. This chapter analyzes how players of Pokémon GO are producing new connections for social benefits and an active lifestyle meanwhile or after using the game. This study involved 176 players in the cities of Pelotas and João Pessoa (Brazil). As a result, it was evident that users had changed many habits, specially regarding physical activity gains, such as running, walking, or cycling more frequently, and many of players were getting into an active lifestyle, practicing exercises with friends and family. Authors conclude that Pokémon GO is a successful mobile-based gameplays that can be used to promote a healthier lifestyle with a new way of interaction, changing lifestyles with a big potential to be used to motivate people to be more active and healthy.
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Finco, Mateus David. "Entertainment and Physical Activities." In Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7707-3.ch052.

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It is possible to observe that gameplays are a big success in many different places. From arcade games to the most recent games, users have been trying different games to entertain and lately exergames are supporting users to enhance physical activities level in their daily basis. This chapter analyzes how players of Pokémon GO are producing new connections for social benefits and an active lifestyle meanwhile or after using the game. This study involved 176 players in the cities of Pelotas and João Pessoa (Brazil). As a result, it was evident that users had changed many habits, specially regarding physical activity gains, such as running, walking, or cycling more frequently, and many of players were getting into an active lifestyle, practicing exercises with friends and family. Authors conclude that Pokémon GO is a successful mobile-based gameplays that can be used to promote a healthier lifestyle with a new way of interaction, changing lifestyles with a big potential to be used to motivate people to be more active and healthy.
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Conference papers on the topic "Go (Game) players"

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Tan, Kar Bin, Jason Teo, and Patricia Anthony. "Multi-objective Evolution of Neural Go Players." In 2010 IEEE 3rd International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2010). IEEE, 2010. http://dx.doi.org/10.1109/digitel.2010.19.

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Hocquette, Céline. "Can Meta-Interpretive Learning outperform Deep Reinforcement Learning of Evaluable Game strategies?" In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/909.

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World-class human players have been outperformed in a number of complex two person games such as Go by Deep Reinforcement Learning systems GO. However, several drawbacks can be identified for these systems: 1) The data efficiency is unclear given they appear to require far more training games to achieve such performance than any human player might experience in a lifetime. 2) These systems are not easily interpretable as they provide limited explanation about how decisions are made. 3) These systems do not provide transferability of the learned strategies to other games. We study in this work how an explicit logical representation can overcome these limitations and introduce a new logical system called MIGO designed for learning two player game optimal strategies. It benefits from a strong inductive bias which provides the capability to learn efficiently from a few examples of games played. Additionally, MIGO's learned rules are relatively easy to comprehend, and are demonstrated to achieve significant transfer learning.
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Zhang, Sihai, Zhiwei Song, and Zhi Liang. "Behavior statistics and social network analysis of online Go game players." In 2011 International Conference on Cloud and Service Computing (CSC). IEEE, 2011. http://dx.doi.org/10.1109/csc.2011.6138556.

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Yu, Tongtong, Chenghua He, and Qiyue Yin. "M2RL: A Multi-player Multi-agent Reinforcement Learning Framework for Complex Games." In Thirty-Third International Joint Conference on Artificial Intelligence {IJCAI-24}. International Joint Conferences on Artificial Intelligence Organization, 2024. http://dx.doi.org/10.24963/ijcai.2024/1046.

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Distributed deep reinforcement learning (DDRL) has gained increasing attention due to the emerging requirements for addressing complex games like Go and StarCraft. However, how to effectively and stably train bots with asynchronous and heterogeneous agents cooperation and competition for multiple players under multiple machines (with multiple CPUs and GPUs) using DDRL is still an open problem. We propose and open M2RL, a Multi-player and Multi-agent Reinforcement Learning framework, to make training bots for complex games an easy-to-use warehouse. Experiments involving training a two-player multi-agent Wargame AI, and a sixteen-player multi-agent community game Neural MMO AI, demonstrate the effectiveness of the proposed framework by winning a silver award and beating high-level AI bots designed by professional players.
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Rahman, Taufiq, Shuchisnigdha Deb, Anurag Pande, and Mouyid Islam. "Evaluating the efficacy of a virtual reality infused child-pedestrian training." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002191.

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This research has developed a child pedestrian training module using Virtual Reality (VR) system. Children can have an immersive experience of walking on streets in different street-crossing scenarios. Past literature and crash data analysis revealed higher and more severe injury cases for child pedestrians in school zones serving low-income and underrepresented communities. This training was developed to fulfill the needs for a child-pedestrian, living in such communities, to understand basic pedestrian rules and develop safe walking behavior. The training module has been created as a VR "game" where the child played the game as a "player". Each child experienced eight critical street-crossing scenarios named "levels" and numbered from 1 through 8. These levels are designed and developed based on crash data analysis to test the player's decision-making ability. A head-mounted device (HMD) was used to play the game, where a right-hand game controller was used to change levels. As the game was developed, it had to go through a quality test of the developer. Players' experience survey responses were also recorded. These measures were collected to ensure the effectiveness and user-friendliness of the game. Results show that the game was effectively developed to perform it's defined task in the improvement of child-pedestrian behaviors. Future research can include objective measures to evaluate participants' improvement in walking behavior and make the training module more comprehensive with additional crossing scenarios.
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Zhang, Yunsheng, Dong Yan, Bei Shi, et al. "Combining Tree Search and Action Prediction for State-of-the-Art Performance in DouDiZhu." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/470.

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AlphaZero has achieved superhuman performance on various perfect-information games, such as chess, shogi and Go. However, directly applying AlphaZero to imperfect-information games (IIG) is infeasible, due to the fact that traditional MCTS methods cannot handle missing information of other players. Meanwhile, there have been several extensions of MCTS for IIGs, by implicitly or explicitly sampling a state of other players. But, due to the inability to handle private and public information well, the performance of these methods is not satisfactory. In this paper, we extend AlphaZero to multiplayer IIGs by developing a new MCTS method, Action-Prediction MCTS (AP-MCTS). In contrast to traditional MCTS extensions for IIGs, AP-MCTS first builds the search tree based on public information, adopts the policy-value network to generalize between hidden states, and finally predicts other players' actions directly. This design bypasses the inefficiency of sampling and the difficulty of predicting the state of other players. We conduct extensive experiments on the popular 3-player poker game DouDiZhu to evaluate the performance of AP-MCTS combined with the framework AlphaZero. When playing against experienced human players, AP-MCTS achieved a 65.65\% winning rate, which is almost twice the human's winning rate. When comparing with state-of-the-art DouDiZhu AIs, the Elo rating of AP-MCTS is 50 to 200 higher than them. The ablation study shows that accurate action prediction is the key to AP-MCTS winning.
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Sandholm, Tuomas. "Super-Human AI for Strategic Reasoning: Beating Top Pros in Heads-Up No-Limit Texas Hold'em." In Twenty-Sixth International Joint Conference on Artificial Intelligence. International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/4.

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Poker has been a challenge problem in AI and game theory for decades. As a game of imperfect information it involves obstacles not present in games like chess and Go, and requires totally different techniques. No program had been able to beat top players in large poker games. Until now! In January 2017, our AI, Libratus, beat a team of four top specialist professionals in heads-up no-limit Texas hold'em, which has 10^161 decision points. This game is the main benchmark challenge for imperfect-information game solving. Libratus is the only AI that has beat top humans at this game. Libratus is powered by new algorithms in each of its three main modules: 1. computing blueprint (approximate Nash equilibrium) strategies before the event, 2. novel nested endgame solving during play, and 3. fixing its own strategy to play even closer to equilibrium based on what holes the opponents have been able to identify and exploit. These domain-independent algorithms have potential applicability to a variety of real-world imperfect-information games such as negotiation, business strategy, cybersecurity, physical security, military applications, strategic pricing, product portfolio planning, certain areas of finance, auctions, political campaigns, and steering biological adaptation and evolution, for example, for medical treatment planning.
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Fukuda, Shuichi. "Team Formation and Operations Using Instinct." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002780.

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Let us take soccer to describe this paper. Soccer games did not change much yesterday. So the formation stayed the same during the game and each player was expected to play his best at his own position. And managers were off the pitch and gave instructions verbally. In short, it was a tree structure. But today, games change from moment to moment, so tree does not work any more. We need to shift to network. But not only games come to change every minute, but the enemy is experiencing the same situation. We often complain about how the real world come to change frequently, extensively and in an unpredictable manner. But the real world does not chare what we will do. It changes as it likes. But the enemy in soccer does their best to betray us. They are trying to foresee what comes next in our operation. Thus, soccer teams are competitors. They are far more difficult to deal with. So, today, managers cannot be off the pitch anymore. They need to understand how the game is changing every minute. No delays are allowed. So, they become playing manager and they play on the pitch now. But it is a competition. So, we need to sense what move the enemy would take. It is very difficult even in one to one game such as boxing, etc. But when it is a competition between teams. the problem becomes more difficult. What becomes crucially important is proactiveness. This is important in one to one, but it becomes more important and difficult in team games. The players need not only to sense what the playing manager has on his mind and prepare for that, but they also need to sense what other players have on their mind. And they also must take into account what play the other player excels or prefers. And they need to consider the same issue about their enemy team. Such holistic perception is needed for being truly proactive. And soccer players today need to be truly pragmatic. Games do not necessarily change as they expect. So, in short, they are experiencing the world of no experience. Changes were smooth yesterday. So we could differentiate them and could predict the future.So, knowledge worked very well. But today, changes become sharp, so we cannot differentiate them. We cannot predict the future anymore. Thus, we have no other way than to go ahead by trial and error. We need to be pragmatic. But we must remember if the number of dimension becomes very large,we cannot solve the problem mathematically, as the curse of dimensions teaches us. Therefore, instinct emerges as a very effective tool. Instinct processes the world of never-experienced-before and it does not care how dimensions may be large. And its greatest advantage is it deals with the real world in real time. Such delays as seen in knowledge-based approaches can be avoided. Come to think, this is the world of business. Soccer is nothing but business.
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Laato, Samuli, Nobufumi Inaba, and Mauri Paloheimo. "The Effect of Team Choice in Ingress and Pokémon GO for Players' Social Circles and Attitudes Towards Game Slang." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2020. http://dx.doi.org/10.24251/hicss.2020.324.

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Stefan, Ioana andreea, Antoniu Stefan, Milos Kravcik, Theo Lim, and Rafael Bidarra. "INTEROPERABILITY STRATEGIES FOR SERIOUS GAMES DEVELOPMENT." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-151.

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Serious games have emerged as new tools that enable players to acquire and enhance their skills and knowledge, and have become increasingly popular in fields such as education, industrial and emergency training, efforts for social betterment, and marketing. While the use of serious games has extended rapidly to a variety of domains, their development remains a challenging process both for developers and teachers/ trainers. This paper approaches the technological environment underpinning the development of serious games, and focuses on interoperability. Developing serious games in a way that enables interoperability is one means of increasing the depth and scope of instructional materials available to learners while reducing the overall development costs and time. Interoperability, the ability of computers and applications to communicate and share resources in a heterogeneous environment, is dependable on standards. Optimizing requirements of accessibility, interoperability, durability, and reusability for maximizing cost efficiency start with a proper understanding and integration of standards. The authors analyse various Serious Games interoperability scenarios and address the main gaps surrounding standardization in this field with the purpose of assisting developers and teachers in implementing successful solutions. The scenarios are based on a Serious Game Multidimensional Interoperability Framework that integrates the core components included within a serious game (game mechanics, gameplay, graphics engine, graphic objects), the ecosystem where the serious game will be implemented (developing platforms, programming languages, LMS communications) and external factors that go beyond the core technical aspects of a serious game (assessment, applicability, classification, glossary of terms). The research considers the existing standards that impact serious games development, as well as the gaps and the fragmentation issues that hinder the development process with the purpose of identifying efficient solutions.
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