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.
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 textSalen Tekinbaş, Katie. "Afraid to roam: The unlevel playing field of Pokémon Go." Mobile Media & Communication 5, no. 1 (2016): 34–37. http://dx.doi.org/10.1177/2050157916677865.
Full textEvans, Leighton, and Michael Saker. "The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability." Mobile Media & Communication 7, no. 2 (2018): 232–47. http://dx.doi.org/10.1177/2050157918798866.
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 textLee, Jung Eun, Nan Zeng, Yoonsin Oh, Daehyoung Lee, and Zan Gao. "Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review." Journal of Clinical Medicine 10, no. 9 (2021): 1860. http://dx.doi.org/10.3390/jcm10091860.
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 textvan Reijmersdal, Eva A., Jeroen Jansz, Oscar Peters, and Guda van Noort. "Why girls go pink: Game character identification and game-players’ motivations." Computers in Human Behavior 29, no. 6 (2013): 2640–49. http://dx.doi.org/10.1016/j.chb.2013.06.046.
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 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 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 textSaaty, Morva, Derek Haqq, Mohammadreza Beyki, Taha Hassan, and D. Scott McCrickard. "Pokémon GO with Social Distancing: Social Media Analysis of Players' Experiences with Location-based Games." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (2022): 1–22. http://dx.doi.org/10.1145/3549512.
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 textMitsuhara, Hiroyuki, and Masami Shishibori. "Shelter GO: multiplayer location-based game to promote knowing shelters for emergency evacuation." Research and Practice in Technology Enhanced Learning 19 (July 4, 2023): 009. http://dx.doi.org/10.58459/rptel.2024.19009.
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 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 textMoscoso, Miguel G., David Villarreal-Zegarra, Darwin Del Castillo, Elizabeth Zavaleta, and J. Jaime Miranda. "Personality profiles and engagement with the augmented reality game Pokémon GO: a cross-sectional study." Wellcome Open Research 7 (October 14, 2022): 264. http://dx.doi.org/10.12688/wellcomeopenres.18397.1.
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 textRieger, Marc Oliver, and Mei Wang. "Cognitive Reflection and Theory of Mind of Go Players." Advances in Cognitive Psychology 17, no. 2 (2021): 117–28. http://dx.doi.org/10.5709/acp-0322-6.
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 textFishman, Daniel M. "Docfish: A Card Game with Factoring." Mathematics Teacher 103, no. 9 (2010): 656–62. http://dx.doi.org/10.5951/mt.103.9.0656.
Full textFishman, Daniel M. "Docfish: A Card Game with Factoring." Mathematics Teacher 103, no. 9 (2010): 656–62. http://dx.doi.org/10.5951/mt.103.9.0656.
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 textKrawiec, Krzysztof, Wojciech Jaśkowski, and Marcin Szubert. "Evolving small-board Go players using coevolutionary temporal difference learning with archives." International Journal of Applied Mathematics and Computer Science 21, no. 4 (2011): 717–31. http://dx.doi.org/10.2478/v10006-011-0057-3.
Full textVella, Kellie, Daniel Johnson, Vanessa Wan Sze Cheng, et al. "A Sense of Belonging: Pokémon GO and Social Connectedness." Games and Culture 14, no. 6 (2017): 583–603. http://dx.doi.org/10.1177/1555412017719973.
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 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 textMarconi, Annapaola, Michela Ferron, Enrica Loria, and Paolo Massa. "Play&Go, an Urban Game Promoting Behaviour Change for Sustainable Mobility." Interaction Design and Architecture(s), no. 40 (April 15, 2019): 24–45. http://dx.doi.org/10.55612/s-5002-040-002.
Full textGong, Huiwen, Robert Hassink, and Gunnar Maus. "What does <i>Pokémon Go</i> teach us about geography?" Geographica Helvetica 72, no. 2 (2017): 227–30. http://dx.doi.org/10.5194/gh-72-227-2017.
Full textArjoranta, Jonne, Tuomas Kari, and Markus Salo. "Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study." JMIR Serious Games 8, no. 2 (2020): e15967. http://dx.doi.org/10.2196/15967.
Full textWu, Linwan, and Matthew A. Stilwell. "Exploring the marketing potential of location-based mobile games." Journal of Research in Interactive Marketing 12, no. 1 (2018): 22–44. http://dx.doi.org/10.1108/jrim-06-2017-0041.
Full textFinco, Mateus David, Richard Santin Rocha, Rafael Wailla Fão, and Fabiana Santos. "Let's Move!" International Journal of Game-Based Learning 8, no. 2 (2018): 44–54. http://dx.doi.org/10.4018/ijgbl.2018040104.
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 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 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 textMarco, Alan P. "Game Theoretic Approaches to Operating Room Management." American Surgeon 68, no. 5 (2002): 454–62. http://dx.doi.org/10.1177/000313480206800512.
Full textGuan, Lingzhi. "The Research on the AR Technology Leaps and Bounds to Increase Pokmon GO's Attraction to Players." Lecture Notes in Education Psychology and Public Media 6, no. 1 (2023): 884–88. http://dx.doi.org/10.54254/2753-7048/6/20220863.
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 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 textWang, Shaojung Sharon, and Chih-Ting Hsieh. "Ubiquitous Pokémon Go: Human–Environment Relationships and the Location-Based Augmented Reality Game." Environment and Behavior 52, no. 7 (2018): 695–725. http://dx.doi.org/10.1177/0013916518817878.
Full textBinmore, Ken. "Modeling Rational Players: Part II." Economics and Philosophy 4, no. 1 (1988): 9–55. http://dx.doi.org/10.1017/s0266267100000328.
Full textCurrie, Levern Q., and Eva Wiese. "Mind Perception in a Competitive Human-Robot Interaction Game." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (2019): 1957–61. http://dx.doi.org/10.1177/1071181319631284.
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