Academic literature on the topic 'Overwatch (Video game)'
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Journal articles on the topic "Overwatch (Video game)"
Rhee, Hae Kyung, Doo Heon Song, and Jeong Hoon Kim. "Comparative analysis of first person shooter games on game modes and weapons – military-themed, overwatch, and player unknowns’ battleground." Indonesian Journal of Electrical Engineering and Computer Science 13, no. 1 (January 1, 2019): 116. http://dx.doi.org/10.11591/ijeecs.v13.i1.pp116-122.
Full textGandolfi, Enrico. "You have got a (different) friend in me: Asymmetrical roles in gaming as potential ambassadors of computational and cooperative thinking." E-Learning and Digital Media 15, no. 3 (February 13, 2018): 128–45. http://dx.doi.org/10.1177/2042753018757757.
Full textPatzer, Brady, Barbara Chaparro, and Joseph R. Keebler. "Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions." Simulation & Gaming 51, no. 3 (February 28, 2020): 287–309. http://dx.doi.org/10.1177/1046878120903352.
Full textGandolfi, Enrico, and Francesca Antonacci. "Beyond Evil and Good in Online Gaming. An Analysis of Violence in ‘Overwatch’ Between Demonization and Proactive Values." Journal For Virtual Worlds Research 13, no. 1 (March 31, 2020). http://dx.doi.org/10.4101/jvwr.v13i1.7331.
Full textColder Carras, Michelle, Mathew Bergendahl, and Alain B. Labrique. "Community Case Study: Stack Up’s Overwatch Program, an Online Suicide Prevention and Peer Support Program for Video Gamers." Frontiers in Psychology 12 (March 11, 2021). http://dx.doi.org/10.3389/fpsyg.2021.575224.
Full textDissertations / Theses on the topic "Overwatch (Video game)"
Shur, Etelle. "Remixing Overwatch: A Case Study in Fan Interactions with Video Game Sound." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/scripps_theses/1076.
Full textShiflet, Matthew. "Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports Industries." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1555957153106043.
Full text(8085977), Qingheng Zhou. "Exploring Social Roles in Twitch Chatrooms." Thesis, 2019.
Find full textWith the popularity of the gaming industry, game streaming appeared and became a global phenomenon with high participation in recent years. Game streaming platforms such as Twitch had millions of active users participated in the community by watching and chatting. Yet there was lack of investigation about how chat behaviors connected with the overall participation in game streaming community. This study aims to describe and analyze the roles taken on by viewers as they engaged in chat while watching game streaming and identify how these roles influenced participation. I designed a qualitative study with online observations on several Twitch channels streaming Overwatch. By analyzing the chatlogs collected, I identified four social roles among chatters: Lurker, Troll, Collaborator, and Moderator. A discourse analysis was applied to further investigate the interactions among these roles and how they shape the conversation in chatrooms. With these findings, I generated a four-role model that specific for chatters in Twitch personal channels. Limitations of this study and suggestions for future research were also provided.
Kerr, Stella. "Representing the hero: a comparative study between the animated and gameplay cinematic trailers for Overwatch." Thesis, 2017. https://hdl.handle.net/10539/24473.
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Ribeiro, Bernardo Maria Teixeira Esteves Campelo. "Activision Blizzard, Inc : equity valuation." Master's thesis, 2018. http://hdl.handle.net/10400.14/25486.
Full textA presente dissertação expõe a avaliação da Activision Blizzard, Inc, baseando-se numa análise extensiva da empresa e da indústria de vídeo-jogos. A Activision foi imparcialmente avaliada em $71.16 por ação, representando um retorno esperado de 12% quando comparado com o preço de mercado a 31 de Dezembro de 2017 por ação de $63.32. Em resultado da análise efetuada, é recomendado uma classficiação de compra aos investidores. A avaliação teve como suporte dois diferentes métodos de avaliação: DCF WACC, EVA e Múltiplos. Através do DCF WACC foi obtido um preço por ação de $77.24, representando um retorno esperado de 22%. O modelo de avaliação EVA resultou num preço por ação de $64.91, com um retorno esperado de 3%. Por fim, o modelo de avaliação por múltiplos com base nos 2017 23.2x EV&EBITDA and 2017 6.0 P/BV resultou num preço de $71.51 por ação, representando um retorno esperado de 13%. As empresas comparáveis utilizadas neste modelo foram Electronic Arts, Take-Two e Ubisoft. Para concluir, os resultados obtidos foram comparados com a Equity Research do Credit Suisse, no qual a recomendação final é de Compra, corroborando firmemente as conclusões desenvolvidas ao longo da dissertação.
Books on the topic "Overwatch (Video game)"
ENTERTAINMENT, BLIZZARD. The Art of Overwatch Limited Edition. Dark Horse Books, 2017.
Find full textFirst-Person Action Esports: The Competitive Gaming World of Overwatch, Counter-Strike, and More! Capstone, 2019.
Find full textFirst-Person Action Esports: The Competitive Gaming World of Overwatch, Counter-Strike, and More! Capstone, 2019.
Find full textPatterson, Christopher B. Open World Empire. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.001.0001.
Full textBook chapters on the topic "Overwatch (Video game)"
Miller, Monica. "Video Games and Indirect Learning." In Advances in Game-Based Learning, 69–84. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7069-2.ch005.
Full textPatterson, Christopher B. "Global Game." In Open World Empire, 37–76. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.003.0002.
Full textDunkel, William, and Aaron Trammell. "Double-Ventriloquism and Aegyo in Overwatch." In Media Ventriloquism, 173–94. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780197563625.003.0010.
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