Academic literature on the topic 'Open world games'

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Journal articles on the topic "Open world games"

1

Van Ooijen, Erik. "On the Brink of Virtual Extinction: Hunting and Killing Animals in Open World Video Games." Eludamos: Journal for Computer Game Culture 9, no. 1 (2018): 33–45. http://dx.doi.org/10.7557/23.6164.

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The article focuses on the underlying structures evaluating acts of violence against different bodies in games. Taking the hunting mechanics of open-world games as its point of discussion, it looks at how game design manifests procedural arguments on the ideological aspects of animal violence. Whereas there are instances of explicit violence in these games, the article argues that the explicitness of such depictions serves to emphasize the “messiness” of producing animal goods, thus impeding the “carnist” ideological view of meat as pure commodity. By considering how games distinguish humans f
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Gómez-Maureira, Marcello A., Isabelle Kniestedt, Max van Duijn, Carolien Rieffe, and Aske Plaat. "Level Design Patterns That Invoke Curiosity-Driven Exploration." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–32. http://dx.doi.org/10.1145/3474698.

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Video games frequently feature 'open world' environments, designed to motivate exploration. Level design patterns are implemented to invoke curiosity and to guide player behavior. However, evidence of the efficacy of such patterns has remained theoretical. This study presents an empirical study of how level design patterns impact curiosity-driven exploration in a 3D open-world video game. 254 participants played a game in an empirical study using a between-subjects factorial design, testing 4 variables: presence or absence of patterns, goal or open-ended, nature and alien aesthetic, and assure
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Wolf, Mark J. P. "The experience and exploration of worlds in single-player video games." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, no. 38 (2021): 223–30. http://dx.doi.org/10.14746/i.2021.38.14.

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The author indicates a few of the most common experiences that are encountered, particularly in single-player open-world games where exploration of the world plays a large part of the enjoyment of a game. The experiences mentioned in the essay are: arrival in the world, the gaining of an objective, the revelation of the expansiveness of the world, the first contact with the world’s residents, world routines, travel to the world’s boundaries, and the completist’s exhaustion of the world when one has seen and experienced everything.
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Kasamatsu, Ayu, Masayuki Ota, Tomoe Shimada, et al. "Enhanced event-based surveillance for imported diseases during the Tokyo 2020 Olympic and Paralympic Games." Western Pacific Surveillance and Response Journal 12, no. 4 (2021): 13–19. http://dx.doi.org/10.5365/wpsar.2021.12.4.903.

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In 2021, the National Institute of Infectious Diseases, Japan, undertook enhanced event-based surveillance (EBS) for infectious diseases occurring overseas that have potential for importation (excluding coronavirus disease 2019 [COVID-19]) for the Tokyo 2020 Olympic and Paralympic Summer Games (the Games). The pre-existing EBS system was enhanced using the World Health Organization Epidemic Intelligence from Open Sources system and the BlueDot Epidemic Intelligence platform. The enhanced EBS before and during the Games did not detect any major public health event that would warrant action for
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Mertala, Pekka, and Mikko Meriläinen. "The best game in the world: Exploring young children’s digital game–related meaning-making via design activity." Global Studies of Childhood 9, no. 4 (2019): 275–89. http://dx.doi.org/10.1177/2043610619867701.

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Although digital games have become a constituent part of young children’s lives, not enough is known about the kinds of meanings children give to games and gaming. This qualitative study contributes to resolving this need by engaging 26 5- to 7-year-old Finnish preschoolers in an open-ended drawing task to answer the following research questions: What aspects of digital games appear meaningful for young children when they act as game designers? Why are these aspects meaningful for young children? The findings suggest that children are not mere passive consumers of digital games but are agentic
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Scacchi, Walt. "Modding as an Open Source Approach to Extending Computer Game Systems." International Journal of Open Source Software and Processes 3, no. 3 (2011): 36–47. http://dx.doi.org/10.4018/jossp.2011070103.

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This paper examines what is known about the role of open source software development within the world of game mods and modding practices. Game modding has become a leading method for developing games by customizing or creating Open Source Software extensions to game software in general, and particularly to proprietary closed source software games. What, why, and how OSS and closed source software come together within an application system is the subject for this study. Observational and qualitative is used to highlight current practices and issues that can be associated with software engineeri
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Lee, Jen-Sin, and Ching-Wei Chiu. "Sport Sentiments and Stock Returns: Example of FIFA World Cups." Applied Economics and Finance 4, no. 2 (2016): 44. http://dx.doi.org/10.11114/aef.v4i2.2108.

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This paper investigates the relation between sport sentiments and excess stock returns, and our data is from the 17th to 20th FIFA World Cups. Many studies find the relation between sport sentiments and stock market returns. In contrast to the previous studies, this paper considers seven conditions: (1) Considering stock markets are efficient markets, this paper uses not only close price but also open price to estimate excess stock returns which is affected by game results; (2) This paper further considers that sport sentiments affect sponsors’ excess stock returns (this point is seldom discus
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Viduka, Dejan, Biljana Viduka, and Davor Vrandečić. "The Influence of Open Source Software on Creativity, Communication and Students’ Social Life." International journal of electrical and computer engineering systems 12, no. 2 (2021): 77–82. http://dx.doi.org/10.32985/ijeces.12.2.2.

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Today’s global, knowledge-based society and economy need creative thinkers in all fields: engineering, medicine, arts, entrepreneurship and education. Educational institutions are tasked with finding new ways of encouraging students to become creative both as individuals and groups. Still, motivation and creativity are only a few of the primary educational goals. They are ambiguous by nature, theoretical, and hard to implement in the real world. Nevertheless, it is a common belief that creativity is an important trait that students should possess in order to face the quickly evolving world. Th
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Moormann, Eric. "De Olympische Spelen van 1936 en de Duitse aanspraken op het antieke Griekenland." Lampas 54, no. 2 (2021): 270–95. http://dx.doi.org/10.5117/lam2021.2.006.moor.

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Abstract The modern Olympic Games started with a modest, but international event in Athens in 1896, the result of a long preparation process launched by Baron De Coubertin. Some ancient elements were included, but as a whole these and subsequent Olympics were purely modern manifestations. Several classical references in the modern games were only introduced in the 1936 games which took place in a sinister Nazi Berlin. Here the organizers, in the context of a temporarily international and ‘open to the world’ national socialism, connected classical antiquity to contemporary ideology and instrume
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Kim, Jinhee, and Dayoun Lim. "Exploring on Gender Perception in eSports Gamers." Korean Journal of Sport Science 32, no. 2 (2021): 217–29. http://dx.doi.org/10.24985/kjss.2021.32.2.217.

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Purpose The purpose of this study is to investigate gender perception of eSports gamers.Methods 8 male gamers in the professional team were selected purposeful and snowball sampling. Data were collected through face-to-face and online interviews, and analyzed by content analysis and classification analysis.Results Esport gamers explained their indirect experiences with female gamers. The results are as follows. First, it was confirmed that the number of female gamers was small and they had a negative stigma image, and this consistently reproduced the gender role stereotype of female gamers in
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