Academic literature on the topic 'Paid games'

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Journal articles on the topic "Paid games"

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Costa, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.

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In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are
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Aguerri, Jesús C., and Aiala Tejada García De Garayo. "Where Do We Fall, Guys?" International Journal of Cyber Behavior, Psychology and Learning 15, no. 1 (2025): 1–18. https://doi.org/10.4018/ijcbpl.373711.

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This article examines monetization in video games, with a focus on battle and season passes, their risks and their presence, in videogames aimed at minors. Through the analysis of 105 PlayStation 5 titles, this study explored the prevalence of these monetization systems in free-to-play and paid games, along with their impact on game dynamics and player behavior. The findings revealed a significant uptake of battle passes in free-to-play games and a preference for season passes in paid games. These results of this research suggest a worrying connection between aggressive monetization and proble
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Alonso-Sanz, Ramón. "Spatial correlated games." Royal Society Open Science 4, no. 11 (2017): 171361. http://dx.doi.org/10.1098/rsos.171361.

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This article studies correlated two-person games constructed from games with independent players as proposed in Iqbal et al. (2016 R. Soc. open sci. 3 , 150477. ( doi:10.1098/rsos.150477 )). The games are played in a collective manner, both in a two-dimensional lattice where the players interact with their neighbours, and with players interacting at random. Four game types are scrutinized in iterated games where the players are allowed to change their strategies, adopting that of their best paid mate neighbour. Particular attention is paid in the study to the effect of a variable degree of cor
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Krause, Markus, and René Kizilcec. "To Play or Not to Play: Interactions between Response Quality and Task Complexity in Games and Paid Crowdsourcing." Proceedings of the AAAI Conference on Human Computation and Crowdsourcing 3 (September 23, 2015): 102–9. http://dx.doi.org/10.1609/hcomp.v3i1.13226.

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Digital games are a viable alternative to accomplish crowdsourcing tasks that would traditionally require paid online labor. This study compares the quality of crowdsourcing with games and paid crowdsourcing for simple and complex annotation tasks in a controlled exper-iment. While no difference in quality was found for the simple task, paid contributors’ response quality was sub-stantially lower than players’ quality for the complex task (92% vs. 78% average accuracy). Results suggest that crowdsourcing with games provides similar and potentially even higher response quality relative to paid
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Musa, Azlina. "Graphic Technology in Computer Games at Internet Shop Pay for Teenage Impications." Journal of Computational and Theoretical Nanoscience 17, no. 2 (2020): 1302–5. http://dx.doi.org/10.1166/jctn.2020.8804.

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This paper discusses about graphic technology in computer games or gaming pc at internet stores with pay implications for adolescents. This paper will examine the existence of a paid internet store that has been offering fast broadband services accessible at the fingertips to surrounding communities. However, there are adolescents who misuse the services provided by accessing computer games with no restrictions, monitoring and escort. This paper will examine whether the adolescent driving factor that is still in school is willing to spend time, energy and invest money solely for enjoying the f
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Tseng, Fan-Chen, and Ching-I. Teng. "An Empirical Investigation into the Sources of Customer Dissatisfaction with Online Games." International Journal of E-Business Research 7, no. 4 (2011): 17–30. http://dx.doi.org/10.4018/jebr.2011100102.

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Most extant research focused on the attractiveness of online games, but paid scant attention to the sources of customer dissatisfaction with online games. Thus, this study investigates the sources of customer dissatisfaction (dissatisfiers) with online games. From an online survey, this study identified five factors as the sources of customer dissatisfaction: (1) the deceptive behavior of other online gamers, (2) the discourteous behavior of other online gamers, (3) the unattractive design of online games, (4) the ineffective customer support of online game service providers, and (5) the undes
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Kang, Inwon, and Jeong-Woo Lee. "The Effects of Use’s Addiction Level and Perceived Existence of Alternative on Acceptance Behavior of Paid Policy." Korea Association for International Commerce and Information 24, no. 4 (2022): 199–218. http://dx.doi.org/10.15798/kaici.2022.24.4.199.

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This study sought to understand users' acceptance behavior towards the paid policy (monetization of online services). To this end, we looked at the difference in acceptance behavior, which varies depending on the level of relationship between the user and the service and the existence of alternatives. The analysis subjects of this study were mobile games, video platforms, and online courses, which are representative paid services. As a result of the verification, the group with a high level of addiction to paid services showed more positive acceptance behavior towards the paid policy than the
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Lavenir, Gabrielle, and Nicolas Bourgeois. "Old people, video games and french press: A topic model approach on a study about discipline, entertainment and self-improvement." MedieKultur: Journal of media and communication research 33, no. 63 (2017): 20. http://dx.doi.org/10.7146/mediekultur.v33i63.24749.

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Over the past few years, the French mainstream press has paid more and more attention to "silver gamers", adults over sixty who play video games. This article investigates the discursive and normative paradigms that underlie the unexpected enthusiasm of the French mainstream press for older adults who play video games. We use mixed methods on a corpus of French, Swiss and Belgian articles that mention both older people and video games. First, we produce topics, that is, sets of words related by their meanings and identified with a Bayesian statistical algorithm. Second, we cross the topic mode
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Seytniyazova, Sarbinaz Bakhadirovna. "TEACHING ENGLISH THROUGH INTERACTIVE GAMES IN A HIGHER EDUCATIONAL ESTABLISHMENT." Eurasian Journal of Academic Research 1, no. 9 (2022): 584–88. https://doi.org/10.5281/zenodo.5813065.

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The article discusses the possibilities of using word games in the process of teaching a foreign language at a university. The main classifications of games are given, with the main attention being paid to games of a lexical nature. The article substantiates the conditions that allow the most effective use of word games in the classroom in a foreign language, and also provides examples of games at different stages of work with students.
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Maharani, Leoni Oktavia, and Hanafi Hanafi. "PENGGUNAAN MEDIA SOSIAL APLIKASI LITA DALAM MEMBENTUK PERSONAL BRANDING SEBAGAI GAMERS WANITA." SOURCE : Jurnal Ilmu Komunikasi 8, no. 1 (2022): 57. http://dx.doi.org/10.35308/source.v8i1.4778.

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Personal Branding for an individual who is undergoing a career is needed so that it can be differentiated, attractive and easier to remember by consumers or their clients. Today, media convergence has triggered many innovations resulting from the existence of social media, as now social media in the form of applications can be the right means to form personal branding. This study aims to analyze the personal branding carried out by female gamers who use the Lita application to open services for friends to play paid games. This study will try to describe more clearly the process of forming pers
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Dissertations / Theses on the topic "Paid games"

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Gillani, Syed Muhammad Farhan. "Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37490.

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Video games have become a great source of entertainment and emerged as a massive industry in the past few decades. Technological advancements and evolution of smartphones have made it easier for developers to develop and launch their games on different platforms mostly in digital form. Where the technology has facilitated game developers, it has also made this industry very competitive. Companies/developers need to consistently review their monetization strategies and make necessary changes to them in order to stay profitable. This study evaluates the monetization approaches of a case game by
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Veron, Maxime Pierre Andre. "Scalable services for massively multiplayer online games." Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066212/document.

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Les jeux massivement multi-joueurs en ligne (jeux MMOGs) visent à rassembler un nombre infini de joueurs dans le même univers virtuel. Pourtant, tous les MMOG existants reposent sur des architectures client / serveur centralisé qui imposent une limite sur le nombre maximum de joueurs (avatars) et sur les ressources qui peuvent coexister dans un univers virtuel donné. Cette thèse vise à proposer des solutions pour améliorer l'évolutivité de MMOG. Cette thèse explore deux services qui sont essentiels à toutes les variantes de MMOG: jumelage et détection de triche. Ces deux services sont les goul
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Veron, Maxime Pierre Andre. "Scalable services for massively multiplayer online games." Electronic Thesis or Diss., Paris 6, 2015. http://www.theses.fr/2015PA066212.

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Les jeux massivement multi-joueurs en ligne (jeux MMOGs) visent à rassembler un nombre infini de joueurs dans le même univers virtuel. Pourtant, tous les MMOG existants reposent sur des architectures client / serveur centralisé qui imposent une limite sur le nombre maximum de joueurs (avatars) et sur les ressources qui peuvent coexister dans un univers virtuel donné. Cette thèse vise à proposer des solutions pour améliorer l'évolutivité de MMOG. Cette thèse explore deux services qui sont essentiels à toutes les variantes de MMOG: jumelage et détection de triche. Ces deux services sont les goul
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BRANDÃO, Luis Rodrigo Gomes. "Análise da emergência narrativa em Metal Gear Solid V: The Phantom Pain." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/17724.

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Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-08-22T12:57:26Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação - Rodrigo Brandão.pdf: 2163145 bytes, checksum: 8af388e9eb2a173f8b26e3c970b2202f (MD5)<br>Made available in DSpace on 2016-08-22T12:57:26Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação - Rodrigo Brandão.pdf: 2163145 bytes, checksum: 8af388e9eb2a173f8b26e3c970b2202f (MD5) Previous issue date: 2016-01-29<br>Devido ao diferencial d
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Gerardi, Nicole. "Evaluation of computer-based simulation for pain management education." Honors in the Major Thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/847.

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Effective pain management is an elusive concept in the acute care setting. Improving nurses' knowledge about optimal pain management is one way to improve the patient's pain experience. A computer-simulation game was developed as an alternative method of teaching the subject of pain management to nursing students. In the game, two patient scenarios are presented, one male and one female. Both patients present with acute pain and request help from the nurse. The player progresses through a series of nine questions as the scenarios unfold, each with one best or correct answer. The purpose of thi
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Pühler, Simon. "Funny games." Doctoral thesis, Humboldt-Universität zu Berlin, Philosophische Fakultät III, 2014. http://dx.doi.org/10.18452/17063.

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"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" ist der Versuch, eine Geschichte medialer Schmerzlust zu rekonstruieren – in etwa von 1789 bis heute. Neben klassischer SM-Literatur sind es Spielfilme wie VIDEODROME (1983), FALSCHER BEKENNER (2005), THE HURT LOCKER (2008) oder SHORTBUS (2006), in denen modernes Schmerzlust-Empfinden und -Begehren offenbar wird. Die Untersuchung richtet sich dabei auf Konzepte technoimaginärer Wunsch- und Höllenmaschinen, dynamisierte Ich-Apparate, wie sie Donatien-Alphonse-François de Sade, Leopold und Wanda von Sacher-Masoch, Ernst Kapp, Sigmu
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Her, Shyang-Kuen. "Improved I/O pad positions assignment algorithm for sea-of-gates placement." PDXScholar, 1992. https://pdxscholar.library.pdx.edu/open_access_etds/4316.

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A new heuristic method to improve the I/O pad assignment for the sea-of-gates placement algorithm "PROUD" is proposed. In PROUD, the preplaced I/O pads are used as the boundary conditions in solving sparse linear equations to obtain the optimal module placement. Due to the total wire length determined by the module positions is the strong function of the preplaced I/O pad positions, the optimization of the I/O pad circular order and their assignment to the physical locations on the chip are attempted in the thesis. The proposed I/O pad assignment program is used as a predecessor of PROUD. The
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Alvares, Lorena Olímpio. "O BRINQUEDO EM INSTITUIÇOES PÚBLICAS DE EDUCAÇAO INFANTIL: OS SIGNIFICADOS ATRIBUÍDOS POR PAIS E PROFESSORAS." Pontifícia Universidade Católica de Goiás, 2011. http://localhost:8080/tede/handle/tede/1026.

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Made available in DSpace on 2016-07-27T13:52:20Z (GMT). No. of bitstreams: 1 Lorena Olimpio Alvares.pdf: 3020325 bytes, checksum: b08883d152605e5fb6a599340cea26e9 (MD5) Previous issue date: 2011-09-30<br>This dissertation analyzes the meaning given the toy for parents and teachers at a public institution of education. The issue involved the need for a study about the importance of toys for child development, as well as the conceptualization that is attributed to terms such as play, game, toy and game. Another aspect investigated concerns the way parents and educators understand how children
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Grishchenko, Alice. "Navigating the Pixelated Waters of Voxel Bay: Designing a Virtual Reality Game for the Pediatric Patient-Player Experience." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1492711773997784.

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Nikoloski, Zoran. "Graph-theoretic Approach to Modeling Propagation and Control of Network Worms." Doctoral diss., University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3164.

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In today's network-dependent society, cyber attacks with network worms have become the predominant threat to confidentiality, integrity, and availability of network computing resources. Despite ongoing research efforts, there is still no comprehensive network-security solution aimed at controling large-scale worm propagation. The aim of this work is fivefold: (1) Developing an accurate combinatorial model of worm propagation that can facilitate the analysis of worm control strategies, (2) Building an accurate epidemiological model for the propagation of a worm employing local strategies, (3) D
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Books on the topic "Paid games"

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Averin, Aleksandr, Konstantin Pozdnyakov, Valentina Grigor'eva, et al. Promising tools for supporting and developing the economy of electronic games and esports in Russia. INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/1971846.

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The monograph reflects the theoretical and methodological foundations of the development of the economy of electronic games and esports. Recommendations on the development of the esports industry in Russia as one of the ways to preserve and develop human potential are presented. Special attention is paid to promising tools for supporting and developing the economy of electronic games and esports in Russia. The experience of the authors of popular publications and the results of Russian and foreign scientific research in the field of economics of electronic games and esports are summarized.&#x0
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Samoolsky, Evyatar. Miśḥaḳe ha-keʼev: Pain killers games. Shoḳen, 2018.

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Books, Lantern. Metal gear solid V, the phantom pain: The ultimate stealth guide. Lantern Books, 2015.

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Stratton, Stephen. Smackdown!: Here comes the pain : Prima's official strategy guide. Prima Games, 2003.

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Davydov, Viktor. Entertaining safety techniques for chemical work in school and life. INFRA-M Academic Publishing LLC., 2025. https://doi.org/10.12737/2151108.

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The textbook is devoted to the basic safety rules when working in chemical rooms, as well as when encountering dangerous substances in life. Important aspects of ensuring the safety of human interaction with a substance are considered, starting from the observance of caution during school practical work and the rules for storing reagents and ending with an explanation of the dangers of drinking large amounts of water and children's fascination with explosions. The necessity of using protective equipment is shown, the rules for conducting laboratory experiments, storing and disposing of substan
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Vlasov, Dmitriy, Nikolay Tihomirov, and Evgeniy Smirnov. Introduction to Game Theory. INFRA-M Academic Publishing LLC., 2022. http://dx.doi.org/10.12737/1513124.

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The textbook discusses the basic concepts of classical game theory in a simple and accessible form and presents its applications in the practice of decision-making. Particular attention is paid to the logic of game-theoretic analysis of economic situations that require quantitative justification of decisions. The considered game models and methods of their research, including logical and mathematical apparatus, have distinct and understandable economic applications for undergraduate students.&#x0D; Meets the requirements of the federal state educational standards of higher education of the lat
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Anderson, Gordon A. Legislation on conservation laws enforcement: 1999 Assembly Bill 490, relating to the designation and duties of Chief Warden ... : 1999 Assembly Bill 491, relating to authorizing conservation wardens to ... : 1999 Assembly Bill 492, relating to limiting administrative expenses paid from ... Legislative Council Staff, 1999.

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Ksenofontov, Boris. Technological bases of wastewater sludge treatment using combined equipment and technologies. INFRA-M Academic Publishing LLC., 2024. http://dx.doi.org/10.12737/2137625.

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For the first time in world practice, the monograph examines the issues of intensification of flotation processes of compaction of excess activated sludge through the use of several working fluids. In this regard, the methods of flotation developed by the author with two and three working fluids are described in detail, of which one is a working fluid with a difficult—to-dissolve gas (air), and the others with easily soluble gases, for example, carbon dioxide and biogas. At the same time, the interpretation of the new effect is based on a multistage flotation model developed by the author. Thi
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Korolev, Oleg, Mihail Kussyy, Anatoliy Sigal, Veniamin Livshic, and Evgeniy Solozhencev. The use of entropy in modeling decision-making processes in economics. INFRA-M Academic Publishing LLC., 2022. http://dx.doi.org/10.12737/1865188.

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The monograph is devoted to the study of entropy, the history of this general scientific category, the development of its theory, various aspects of the application of entropy. Entropy — a measure of chaos — is one of the basic concepts of modern natural science. Having arisen in thermodynamics in the first half of the XIX century, the concept of entropy has found numerous applications in many branches of knowledge, including in other branches of physics, engineering, computer science, biology, economics, social sciences. Particular attention is paid to the evolution of views on the concept of
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Tarakanov, Andrey, A. Sumin, and A. Hvostov. Mathematical problems of decision-making in dynamic organizational systems. INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/1871445.

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The monograph develops the theory of decision-making in dynamic organizational systems with a complex structure in conditions of conflict and uncertainty. An overview of the current state of the theory is given. The systems are studied: hierarchical, coalition and coalition-hierarchical (hybrid). The main attention in the process of constructing mathematical models of systems is paid to the description of ways of information interaction of decision makers. At the same time, the variants of their unfavorable (conflict) and benevolent "attitude" to each other are taken into account. Two approach
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Book chapters on the topic "Paid games"

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Tresser, Tom. "Who Backed and Paid for the Bid?" In No Games Chicago. Routledge, 2024. http://dx.doi.org/10.1201/9781003466574-22.

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Wardle, Heather. "Introduction." In Games Without Frontiers? Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74910-1_1.

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AbstractRecent academic and policy attention focuses on the “convergence” of gambling and games. Yet, looking at the social and historical context of gambling and games, we see they were always intertwined, with both reflecting broader social, economic and cultural conditions. Setting out the argument for this book, this chapter contends that what we see today, with phenomena like loot boxes, is an acceleration of this trend, amplified by the changing technologies which underpin both industries. Little attention has been paid to these broader social and historical processes, which limits our u
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Wirman, Hanna, and Rhys Jones. "Overwatch Fandom and the Range of Corporate Responses." In Modes of Esports Engagement in Overwatch. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-82767-0_9.

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AbstractOfficial responses to Overwatch fan creations from Blizzard Entertainment range from public endorsement to legal actions against the fans. This chapter illustrates, through examples from modding, fan art, fan fiction, and cosplay, how fan contributions are often results of official fan activities and sometimes become included in the actual game itself. This chapter focuses on exploring the authorship and ownership dynamics in game elements that become reworked by fans, shared in fan communities, and either censored, neglected, or endorsed by Blizzard Entertainment. Focusing on the game
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Hardy, Sandro, Florian Feldwieser, Tim Dutz, Stefan Göbel, Ralf Steinmetz, and Elisabeth Steinhagen-Thiessen. "ALFRED Back Trainer: Conceptualization of a Serious Game-Based Training System for Low Back Pain Rehabilitation Exercises." In Serious Games. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-19126-3_4.

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Bidarra, Rafael, Dien Gambon, Rob Kooij, Dylan Nagel, Maaike Schutjes, and Ioanna Tziouvara. "Gaming at the dentist's – serious game design for pain and discomfort distraction." In Games for Health. Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-02897-8_16.

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Bonnechére, B., B. Jansen, L. Omelina, et al. "Patient follow-up using Serious Games. A feasibility study on low back pain patients." In Games for Health. Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-02897-8_14.

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Fassbender, Eric, and Wolfgang Heiden. "Atmosphaeres – 360° Video Environments for Stress and Pain Management." In Serious Games Development and Applications. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-11623-5_5.

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Davis, Olivia, and Claudia Hart. "The Healing App: Augmented Reality and Art for Pediatric Patients with Chronic Pain." In Augmented Reality Games II. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-54475-0_10.

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Davis, Olivia, and Claudia Hart. "The Healing App: Augmented Reality and Art for Pediatric Patients with Chronic Pain." In Augmented Reality Games II. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15620-6_9.

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Choo, Amber, Xin Tong, Diane Gromala, and Ari Hollander. "Virtual Reality and Mobius Floe: Cognitive Distraction as Non-Pharmacological Analgesic for Pain Management." In Games for Health 2014. Springer Fachmedien Wiesbaden, 2014. http://dx.doi.org/10.1007/978-3-658-07141-7_2.

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Conference papers on the topic "Paid games"

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Sarkar, Anurag, and Seth Cooper. "Comparing paid and volunteer recruitment in human computation games." In FDG '18: Foundations of Digital Games 2018. ACM, 2018. http://dx.doi.org/10.1145/3235765.3235796.

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Briciu, Victor-Alexandru, Arabela Briciu, Vlad Robert Antochi, and Vlad Batranu-Pintea. "ORGANIZING ESPORTS EVENTS IN ROMANIA. CASE STUDIES FROM THE EARLY STAGE OF DEVELOPMENT." In 9th SWS International Scientific Conferences on SOCIAL SCIENCES - ISCSS 2022. SGEM WORLD SCIENCE, 2022. http://dx.doi.org/10.35603/sws.iscss.2022/s10.097.

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This paper aims to present and promote the eSports and its situation in Romania. Esports, also known as electronic sports, professional video game competitions, can be defined as a form of sports where the main aspects are facilitated by electronic systems. Most often eSports takes the form of multiplayer video game contests usually organized between professional players. Several games are popular in the competitive scene. The championships that appeared in the 1990s were those that contained fighting video games and the shooter type, genres that still have a large audience. Electronic athlete
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BAYRAKDAR, Akan, Alin LARİON, Pelin AVCI, and Carmen ENE VOICULESCU. "Body Mass Index in eSports: A Systematic Literature Review." In International Conference of the Universitaria Consortium “Education for Health and Perfomance”. Presa Universitară Clujeană, 2023. https://doi.org/10.24193/icu2022.03.

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The purpose of this review is to synthesize all the observational studies that studied the effects of eSports on Body Mass Index (BMI). In addition, it has systematically brought together all peer-reviewed observational studies related to the BMI of eSports gamers to draw the attention of field academicians and researchers to the issue related to eSports and promote observational studies on future in the field of sports sciences. Playing eSports games or competing in these games can have significant consequences for players' health. As the popularity of eSports continues to grow rapidly around
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Laperdrix, Pierre, Naif Mehanna, Antonin Durey, and Walter Rudametkin. "The Price to Play: A Privacy Analysis of Free and Paid Games in the Android Ecosystem." In WWW '22: The ACM Web Conference 2022. ACM, 2022. http://dx.doi.org/10.1145/3485447.3512279.

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Laperdrix, Pierre, Naif Mehanna, Antonin Durey, and Walter Rudametkin. "The Price to Play: A Privacy Analysis of Free and Paid Games in the Android Ecosystem." In WWW '22: The ACM Web Conference 2022. ACM, 2022. http://dx.doi.org/10.1145/3485447.3512279.

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Nistor, Gabriel calin, and Adrian Iacob. "THE ADVANTAGES OF GAMIFICATION AND GAME-BASED LEARNING AND THEIR BENEFITS IN THE DEVELOPMENT OF EDUCATION." In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-042.

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In the United States, gamification is used in education for more than 10 years. Gamification is a procedure that employs certain game specific elements in different fields like education, health, sport or human resources. This process is known as "Human-Focused Design", as opposed to "Function-Focused Design." It's a design process that optimizes for human motivation in a system, as opposed to pure efficiency. Most systems are "function-focused", designed to get the job done quickly. This is like a factory that assumes its workers will do their jobs because they are required to. However, Human
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Domínguez, Mariel, and Hoda Mohamed Aman. "Head Games: Exploring the Symbolic Uses of Heads in Fashion Shows." In 8th International Visual Methods Conference. AIJR Publisher, 2024. http://dx.doi.org/10.21467/proceedings.168.20.

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The study explores the symbolic uses of heads in fashion shows, multifarious influence and the cultural/historical symbolism that it holds against a multiplicity of representations, sites, and registers: religion, art, fashion. In following the evolution of uses of heads from its birth as a dread form of punishment and tool of terror to implications and representations by media and consumer culture in today's society, the research applies an in-depth analytical approach. The transformation of this motif and the influence on societal norms and values turned toward this motif in the respective h
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Stoffova, Veronika, and Krisztina Czakoova. "A PLAYFUL FORM OF TEACHING AND LEARNING USING MICRO-WORLD APPLICATIONS." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-014.

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The article summarizes the long-term experiences of the author in the field of creation and use of didactic micro-world applications in education. In this article, there are systematized principles of creation and effective use of didactic application developed in micro-world Imagine. Special attention is paid to didactic transformation, visualisation, interactivity and active learning of pupils. The authors summarize recommendations regarding the graphic design, visualisation of knowledge presentation, interactivity of applications in order to transform the learning process into a great enter
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Weng, Yu-pin, and I.-jui Lee. "Preliminary exploration of tripartite social pain games: Expressions of feelings among three players and game mechanism design." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1005381.

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This study aimed to explore the social pain issues that school-age children may encounter when facing social challenges such as misunderstandings, exclusion, and bullying. To simulate social pain scenarios, we designed a three-player game mechanism to assist school-age children in building coping abilities through experiential learning and understanding. In the game design phase, we created game mechanisms involving misunderstandings, exclusion, and bullying, using a three-player ball-passing game to create corresponding situational atmospheres that simulated the experience of social pain. To
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Dingli, Alexiei, and Luca Bondin. "Realtime Adaptive Virtual Reality for Pain Reduction." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848119.

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Reports on the topic "Paid games"

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Aleksandrov, Pavlo. NEWS GAMES IN THE UKRAINIAN MEDIA SPACE DURING THE FULL-SCALE RUSSIAN INVASION. Ivan Franko National University of Lviv, 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12140.

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The phenomenon of news games on the topic of the Russian-Ukrainian war of 2022-2023 has been explored in the article. During the research, a number of gaming projects from this period were analyzed, their genre and thematic specificity were determined, examples of gaming products were provided, and our own concept of a news game on the topical subject of wartime was presented. In 2022-2023, many game projects on the theme of the war in Ukraine appeared, which can be fully or partially classified as news games, conditionally dividing them into “civilian” ones, where the game character is a volu
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Gáfaro, Margarita, and César Mantillaz. Water overvaluation in incentivized bargaining games. Banco de la República, 2024. https://doi.org/10.32468/be.1293.

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The design of mechanisms for sustainable irrigation water management requires a deep understanding of the value of water to local communities. We present results from a lab-in-the-field incentivized game that sheds light on irrigation water overvaluation patterns among small farmers in Colombia. In this game, two players divide a jointly endowed agricultural land plot, with some pieces having direct access to irrigation water. Although the induced cost of irrigation water in our game was one token, farmers paid between 2.1 and 3.5 times this amount. We generalize this result by presenting a ge
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Her, Shyang-Kuen. Improved I/O pad positions assignment algorithm for sea-of-gates placement. Portland State University Library, 2000. http://dx.doi.org/10.15760/etd.6200.

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Kanivets, Oleksandr V., Irina М. Kanivets, Natalia V. Kononets, Tetyana М. Gorda, and Ekaterina O. Shmeltser. Development of mobile applications of augmented reality for projects with projection drawings. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3745.

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We conducted an analysis of the learning aids used in the study of general technical disciplines. This allowed us to draw an analogy between physical and virtual models and justify the development of a mobile application to perform tasks on a projection drawing. They showed a technique for creating mobile applications for augmented reality. The main stages of the development of an augmented reality application are shown: the development of virtual models, the establishment of the Unity3D game engine, the development of a mobile application, testing and demonstration of work. Particular attenti
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Levantovych, Oksana. COVID 19 MEDIA COVERAGE: AN ANALYSIS OF HEORHII POCHEPTSOV’S VIEW. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11061.

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The article analyses the peculiarities of the coverage of the covid pandemic in the Ukrainian media, the emphasis placed by the media in news, and how the online mode of modern life and social distancing affects the growth of media influence. Special attention is paid to the view of the famous publicist Heorhii Pocheptsov, who does not exclude the possibility that the coronavirus was invented intentionally to control millions of people around the world. Permanently, the world faces numerous challenges of different scales: economic, military, socio-political, environmental, epidemiological ones
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