Academic literature on the topic 'Go (Game) players'
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Journal articles on the topic "Go (Game) players"
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.
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 textGee, 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.
Full textBarollet, 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.
Full textSchlomann, 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.
Full textLaato, 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.
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 textAbd 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).
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 textKhlomov, 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.
Full textDissertations / Theses on the topic "Go (Game) players"
Palmestedt, Bill. "Player perceptions of Pokémon Go." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32476.
Full textLIU, 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.
Full textLAI, 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.
Full textHSU, 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.
Full textSUNG, 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.
Full textLAI, 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.
Full textTSAI, 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.
Full textBooks on the topic "Go (Game) players"
Pak, Chʻi-mun. Yosun eso Yi Chʻang-ho kkaji: Pak Chʻi-mun paduk esei. Chʻŏngnyŏnsa, 1992.
Find full textRyan, Justin. Mini hacks for Pokemon GO players: Secret tips for mastering the game. Skyhorse Publishing Company, Incorporated, 2016.
Find full textMizuguchi, Fujio. Shinzui wa chōwa ni ari: Go Seigen go no uchū. Nō-san-gyoson Bunka Kyōkai, 2003.
Find full textBook chapters on the topic "Go (Game) players"
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.
Full textCazenave, Tristan. "Multi-player Go." In Computers and Games. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-87608-3_5.
Full textKoskinen, 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.
Full textMoudřík, 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.
Full textNery 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.
Full textP. 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.
Full textSchleiner, 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.
Full textWang, 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.
Full textFinco, 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.
Full textFinco, 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.
Full textConference papers on the topic "Go (Game) players"
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.
Full textHocquette, 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.
Full textZhang, 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.
Full textYu, 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.
Full textRahman, 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.
Full textZhang, 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.
Full textSandholm, 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.
Full textFukuda, 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.
Full textLaato, 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.
Full textStefan, 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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