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Journal articles on the topic 'Paid games'

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1

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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Sokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.

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The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in video games and identifies the main tropes used to esta
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Sokolov, E.S. "Games that kill us: video games and violence in the russian printed media discourse." Sociology of Power, no. 3 (June 7, 2020): 165–88. https://doi.org/10.22394/2074-0492-2020-3-165-188.

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The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault's power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of "normal" pedagogy. The paper problematizes the mythologization of violence in video games and identifies the main tropes
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Putra, Harmanda Berima, Nungki Pradita, and Anwar Mansyur. "INTEGRATION MODEL TPB AND PERCEIVED RISK OF INTENTION OF USE APPLICATIONS AND GAMES ONLINE FREEMIUM PAID VERSION: INDONESIAN STUDENTS CONTEXT." Inovbiz: Jurnal Inovasi Bisnis 9, no. 2 (2022): 110. http://dx.doi.org/10.35314/inovbiz.v9i2.1999.

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This study examines how the Theory of Planned Behavior and perceived risk can affect the intention to switch users of free versions of freemium online applications and games to use paid versions of freemium online applications and games. Data was collected using an online questionnaire which was distributed to 226 students at several universities in Indonesia. This study was analyzed using Structural Equation Modeling with Amos. The results showed that attitude proved to have a positive effect on intention. Subjective norms proved to have a positive effect on perceived behavioral control and a
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Yu, Wan-Chuan. "Game Method in Preschool English Teaching." International Journal of English Language Education 4, no. 1 (2016): 93. http://dx.doi.org/10.5296/ijele.v4i1.8845.

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<p>Interest is a great motivation for the study of almost everything, particularly for L2 study. To preschool students, games are quite attractive. Therefore game method is a good way to help students to learn English, especially in kindergartens. It fits the characteristics of preschool students, providing learning motivation, lowering students’ stress and offering the opportunity for real communication. Nowadays, more and more teachers are using games effectively in class to improve their teaching. In order to apply game method effectively in teaching English in kindergartens, games mu
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15

Harizanov, Krasimir Harizanov. "Some Methodological Guidelines on the Creation of Educational Games on “Computer Modeling”." Mathematics and Informatics LXIV, no. 5 (2021): 476–82. http://dx.doi.org/10.53656/math2021-5-6-som.

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In the present study some ideas related to the development of educational games in the classes of „Computer Modeling“ are presented. Attention is paid to some features in the creation of this type of games when using the block environment Scratch. An exemplary realization of an educational game based on the educational content of “Computer Modeling” is considered.
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Kirichenko, Vladislav V. "Speedrunner as a Virtual Naturalist." Galactica Media: Journal of Media Studies 4, no. 4 (2022): 223–43. http://dx.doi.org/10.46539/gmd.v4i4.299.

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The paper is devoted to the issue of virtual naturalism in computer games, in particular, to such a gaming phenomenon as speedrunning. The author of the study analyzes the essence of speedrunning as a special type of cybersport, as well as a form of counterplay that arose in the minds of gamers around the 1990s. Particular attention is paid to the concept of virtual naturalism, which manifests itself in speed running and can be understood as a form of empirical and materialistic study by gamers of various games and their affordances. The purpose of the work is to establish the features of spee
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Arnold-Stein, Róbert, and Ildikó Hortobágyi. "Translanguaging, Diglossia and Bidialectalism in the Video Gamer Argot." Papers in Arts and Humanities 1, no. 2 (2021): 47–67. http://dx.doi.org/10.52885/pah.v1i2.61.

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Video games have undergone an extensive technological advancement which has triggered a rapid shift in the role and potency the different media have gained in meeting infotainment needs. The widespread use of the internet has increased the frequency of video gaming among the youth thus promoting the emergence of linguistic material which could be instrumental in second language acquisition. The present paper aims to reveal the linguistic gains from virtual multicultural environments for video gamers in relation to their communication needs, a situation which rightfully characterizes them as bi
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18

Belyaev, Dmitriy. "The media language of video games: the history of the formation and semiotics of cybertexts." OOO "Zhurnal "Voprosy Istorii" 2023, no. 9-1 (2023): 188–97. http://dx.doi.org/10.31166/voprosyistorii202309statyi07.

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The article analyzes the linguistic structures of video games, their formation in a historical perspective and explication of the current semiosphere of video game cybertexts. The history of the formation of the graphic code system of video games is reconstructed. The significance of the technical factor (computing capabilities of hardware game devices) in shaping the diversity of the spectrum of video game icons is highlighted. Parallels in the visual semiotics and aesthetics of cinematic animation and video games are noted. Particular attention is paid to the analysis of the procedural clust
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Mels, A. A., and Ye B. Duplyakin. "Personal characteristics of students at high risk of developing addiction to computer games." Eurasian Journal of Current Research in Psychology and Pedagogy, no. 1 (May 24, 2023): 24–32. http://dx.doi.org/10.46914/2959-3999-2023-1-1-24-32.

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The article describes the problem of the influence of addiction to computer games on students' personal qualities. Much attention is paid to the theoretical and experimental analysis of foreign and domestic research on this issue. In accordance with the purpose of the article, data on the personality characteristics of students addicted to computer games are given. The mechanisms and factors of addiction are considered in detail.
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Prilian, Elvin Eka, Mario Dani, Runi Prameswari, and Peri Akbar Manaf. "To Whale or Not to Whale: Repeated Purchase Behavior Paid Players in Genshin Impact." Indonesian Journal of Multidisciplinary Science 2, no. 10 (2023): 3293–307. http://dx.doi.org/10.55324/ijoms.v2i10.580.

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Online games are a means of entertainment for people of all ages and can be easily accessed by anyone. Games or online games that are becoming a trend today are socially interactive video games. These online games invite friends, family, and others to join and participate in ongoing games. This study investigates factors influencing repurchase decisions and intentions among online game players, Genshin Impact, in DKI Jakarta. A quantitative research method was employed, utilizing Partial Least Square with SmartPLS software, and a sample of 500 respondents was analyzed. The variables examined i
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Iskierka, Iwona, and Sławomir Iskierka. "Prawnoautorska ochrona programów i gier komputerowych." Dydaktyka Informatyki 16 (2021): 28–40. http://dx.doi.org/10.15584/di.2021.16.4.

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The article reviews issues related to the copyright protection of computer programs and games. Attention was paid to the concept of intellectual property and legal issues related to the management of collective copyrights and related rights. Selected issues related to the history and development of copyright are presented. The history of computer games and issues related to the status of a computer game in the context of copyright were also discussed.
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Browne, Cameron, Matthew Stephenson, and Walter Crist. "Data Note: The Digital Ludeme Project Database." Open Research Europe 3 (September 28, 2023): 164. http://dx.doi.org/10.12688/openreseurope.16524.1.

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This document outlines the types of data collected for the Digital Ludeme Project, an ERC-funded research project that aims to improve our understanding of the development of games throughout human history through computational analysis of the available (partial) historical data of games. This document outlines how this data is collected, formatted and stored, and how it can be accessed. It is the aim of the Digital Ludeme Project to provide a data resource of unprecedented depth and scope for the benefit of historical games researchers worldwide. Special attention is paid to the FAIR Guiding
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Georgieva-Tsaneva, Galya. "Creating Models of Serious Educational Games for the Purpose of Medical Training." Innovative STEM Education 3, no. 1 (2021): 157–63. http://dx.doi.org/10.55630/stem.2021.0319.

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The report presents the serious educational games in the field of medicine and their advantages in the medical education of the scientific community, medical professionals, teachers, researchers, trainers, decision makers, training companies, students, gamers and others. Research and analysis of innovative, technological methods and tools for creating semantically based knowledge for the purposes of training in medicine has been conducted. Research and analysis of innovative methods and tools for modeling and creating computer-based medical educational resources have been made. Attention is pa
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Gillani, Umar Farooq, Muhammad Ishfaq Khan, Manzar Waseem Ishaq, Kashif Aziz, and Muhammad Nawas Akram. "The Factors of Why the People of Pakistan Do Not Purchase Paid Apps." International Journal of Online Marketing 10, no. 2 (2020): 44–56. http://dx.doi.org/10.4018/ijom.2020040104.

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Despite the huge growth potential that has been predicted for purchase intention toward paid apps and the mobile game market, little is known about what motivates game players to make such purchases. The purpose of this article is to build a research model based on the satisfaction literature and studies of value theory to identify the antecedents of paid app purchase intention in the context of mobile games. The proposed model was empirically tested and uses data from 310 players of different games groups. Multiple regression, Process Macro, and moderation regression were used to measure the
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Orlova, Lyubov K. "Intensification of the process of a foreign language communicative competence formation with the help of computer games." Science and School, no. 3, 2020 (2020): 172–78. http://dx.doi.org/10.31862/1819-463x-2020-3-172-178.

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The article considers the intensification of the process of a foreign language communicative competence formation with the help of computer games. The author emphasizes the advantages of computer games use as one of the types of information and communication technologies to achieve the modern goals of foreign language teaching in the conditions of the society informatization. Special attention is paid to the creative potential of computer games use in the process of foreign language studying. The article sets and describes some genres of computer games that are recommended for use in order to
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Xu, Qingbing. "Analysis of the Application of Basketball Games in College Basketball Teaching." Lifelong Education 9, no. 4 (2020): 244. http://dx.doi.org/10.18282/le.v9i4.972.

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Educational games are also called "game teaching methods", which aim to effectively combine the teaching content with vivid and interesting games according to the syllabus. As a flexible teaching strategy, they are widely favored by teachers and students. In the physical education classes of colleges and universities, basketball is a traditional teaching subject, which is deeply loved by students, and therefore it is also very important in the physical education teaching system. With the reform of the teaching system, colleges and universities have gradually paid attention to innovation in tea
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Klimas, Patrycja. "Current Revenue (Monetisation) Models of Video Gamę Developers." Journal of Management and Financial Sciences, no. 28 (July 29, 2019): 119–36. http://dx.doi.org/10.33119/jmfs.2017.28.5.

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This paper aims at exploration of revenue models and recognition of revenue streams currently exploited by video gamę developers. The fact that the monetisation models are fastchanging and expanding in business practice, but fragmentary researched in management science makes them worth consideration. Therefore, different revenue models have beenidentified and discussed in the light of the results of desk (literaturę and industry reports review supported by analysis of evidence from global business practice) and field research(semi-structured interviews with Polish video gamę developers). Using
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Yarovoj, A. "Don Cossack Ethnosport: From Cossack Traditional Games to Cossack Show." Ethnosport and Traditional Games, no. 2(2) (December 30, 2019): 48–62. http://dx.doi.org/10.34685/hi.2020.70.47.004.

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This article will examine the evolution of Cossack traditional games. First, a brief reference will be given on what the Don Cossack are in ethnic terms today, their numbers and how Soviet power influenced them. The concept of culture of neo-Cossack will be proposed. Particular attention is paid to the traditional sports of the Cossack, their substantial side, and ritual significance. It will be shown how, with the regulation of Cossack life, the competitions took on an increasingly paramilitary form, turning from all-Russian holidays of the people calendar into military (regimental and camp)
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Gonçalves, Lukas Ruthes, and Bruna Werlang Paim. "How to integrate mechanical licences for video games in the United States, the United Kingdom and China." Journal of Gaming & Virtual Worlds 15, no. 2 (2023): 161–75. http://dx.doi.org/10.1386/jgvw_00078_1.

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Mechanical licences are used in the music industry to permit publishers and songwriters to be paid for their work, and to allow musical works to be better shared. In recent years, video games have gained great economic and cultural importance, but they are at an increasing risk of becoming unplayable due to being often locked to specific hardware. Authorizing fans and content producers to use mechanical licences to remake their favourite video games would aid preservation efforts and serve as a reliable income source for original publishers. Conceptually, musical works and video games are simi
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Beschastnov, Nikolay N., and Evgeny V. Fedorov. "The Role of Computer Games in Museum Communications: Analysis and Prospects of Use." Общество: философия, история, культура, no. 6 (June 18, 2025): 91–98. https://doi.org/10.24158/fik.2025.6.11.

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The evolution of museums from static repositories of historical artifacts to dynamic centers of learning and visi-tor engagement has become one of the features of museum development in recent decades. Among the many methods currently used to improve visitor interaction, computer games have a definite role to play. They serve several aims in museums. For example, game technologies are used in educating visitors, making the process of learning new knowledge more exciting. In addition, games are able to increase the involvement of visitors and turn passive spectators into active participants of t
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Ismailova, Shamsia. "Use Of Game Technologies In The Process Of Professional Training." American Journal of Social Science and Education Innovations 03, no. 01 (2021): 595–99. http://dx.doi.org/10.37547/tajssei/volume03issue01-103.

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In this article possibilities of application of game technologies in professional training of students are opened, types of the games generally connected with future professional activity of today's students are designated and characterized; the factors promoting the effective organization of occupations with use of research, problem games and games of administrative character are defined. In article the technique of preparation and carrying out games is stated, requirements to observance of stages of game occupations are noted. The special attention is paid to need of communication of the sce
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Baboshina, A. V., and P. A. Kornilov. "About the system of games in teaching high school students algorithms and mathematical structures." Informatics in school 1, no. 8 (2021): 18–24. http://dx.doi.org/10.32517/2221-1993-2021-20-8-18-24.

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The article considers the issue of increasing the motivation of students to study computer science and mathematics by introducing gamifcation elements into the educational process. Special attention is paid to the possibility of introducing computer games into the educational process as part of extracurricular activities in computer science. A brief overview of the training software environment developed by the authors is given, containing a set of paired fnite mathematical games ("Determinant", "24 cards", "Even", "The Bachet's game", "The Bergson's matches", "The Kayles' game", "Nim"). The a
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O’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (2010): 147–65. http://dx.doi.org/10.7202/044785ar.

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Since their humble beginnings, video games have undergone huge technological advances, becoming a significant global industry today and highlighting the role played by translation and localization. Despite the continuing localization activities undertaken in the industry, translation studies (TS) have not paid much attention to video games as a research domain. Drawing on the author’s previous work on the Japanese Role Playing Game (RPG) Final Fantasy titles, this paper attempts to demonstrate the ample research scope that this domain presents for TS scholars. In particular, it discusses the u
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Yao, Xingyi. "Research on the Development Strategy of Mobile Game Honor of Kings Based on 4C Theory." Advances in Economics, Management and Political Sciences 34, no. 1 (2023): 154–59. http://dx.doi.org/10.54254/2754-1169/34/20231695.

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With the upgrade of mobile phone internal storage and chips, more and more games are moving from computers to mobile phones. The mobile games market is gradually growing and demonstrated strong profitability in the application market. So it is necessary to explore the marketing strategy of mobile games. In view of that, this paper takes Honor of Kings, a typical representative of mobile game, as an example, analyzes Honor of Kings marketing based on 4C marketing theory. The author explore the transform of the marketing strategy of Honor of Kings, summarize the success and shortcoming of Honor
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Aarseth, Espen. "Doors and Perception: Fiction vs. Simulation in Games." Jouer, no. 9 (August 10, 2011): 35–44. http://dx.doi.org/10.7202/1005528ar.

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In this paper, the author outlines a theory of the relationship of fictional, virtual and real elements in games. Not much critical attention has been paid to the concept of fiction when applied to games and game worlds, despite many books, articles and papers using the term, often in the title. Here, it is argued that game worlds and their objects are ontologically different from fictional worlds; they are empirically upheld by the game engine, rather than by our mind stimulated by verbal information. Game phenomena such as labyrinths, moreover, are evidence that games contain elements that a
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Колома, Хосе, Hose Koloma, Дебора Гарсия, and Debora Garsiya. "Modern Means of Communication and Their Impact on the Social, Cultural and Intellectual Development of a Child." Primary Education 7, no. 3 (2019): 31–36. http://dx.doi.org/10.12737/article_5d0c81408eb300.70354348.

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The article of American colleagues reveals the role of modern means of communication in the process of training and education of children of primary school and adolescence. Primary attention is paid to video games, the characteristics of their different types, including educational orientation. With concrete examples, the possible positive effect of the use of video games by teachers for the intellectual development of students, as well as the risks of uncontrolled use by children, are considered. Recommendations are given to teachers and parents to control the play activities of younger schoo
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Соснина, Е., and E. Sosnina. "Formation of Skills of Self-Control by a Younger School Child (Target Setting)." Primary Education 7, no. 4 (2019): 27–32. http://dx.doi.org/10.12737/article_5d639e926cdf47.32096926.

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The article of American colleagues reveals the role of modern means of communication in the process of training and education of children of primary school and adolescence. Primary attention is paid to video games, the characteristics of their different types, including educational orientation. With concrete examples, the possible positive effect of the use of video games by teachers for the intellectual development of students, as well as the risks of uncontrolled use by children, are considered. Recommendations are given to teachers and parents to control the play activities of younger schoo
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Vidaña-Pérez, Dèsirée, Ariela Braverman-Bronstein, Ana Basto-Abreu, Inti Barrientos-Gutierrez, Rainer Hilscher, and Tonatiuh Barrientos-Gutierrez. "Sexual content in video games: an analysis of the Entertainment Software Rating Board classification from 1994 to 2013." Sexual Health 15, no. 3 (2018): 209. http://dx.doi.org/10.1071/sh17017.

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Background Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23 722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained. A yearly prevalence of sexual content according to
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39

Siegel, Ron. "Asymmetric Contests with Conditional Investments." American Economic Review 100, no. 5 (2010): 2230–60. http://dx.doi.org/10.1257/aer.100.5.2230.

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This paper studies equilibrium behavior in a class of games that models asymmetric competitions with unconditional and conditional investments. Such competitions include lobbying settings, labor-market tournaments, and R&D races, among others. I provide an algorithm that constructs the unique equilibrium in these games and apply it to study competitions in which a fraction of each competitor's investment is sunk and the rest is paid only by the winners. Complete-information all-pay auctions are a special case. (JEL D44, D72, D82)
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Lubis, Sulaiman Hakim, and Tubagus Zufri. "Subliminal Paradigmatic on Designing Character in Games." Journal of Games, Game Art, and Gamification 5, no. 1 (2021): 23–26. http://dx.doi.org/10.21512/jggag.v5i1.7472.

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Not only rely on aesthetics alone, but character design also requires things that underlie decision making in the design process. The consideration may refer to the type of story, style and appearance that also refers to the form, which is part of the elements of design, but other than those designers must also be paid attention to other things that related with the problem that occurs when the game is played. Games will be played by players who in fact have experiences that will later be brought into the game and instead bring experience from within the game to the real world. This unconsciou
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Ford, Dom. "Approaching FromSoftware's Souls Games as Myth." Transactions of the Digital Games Research Association 6, no. 3 (2024): 31–66. http://dx.doi.org/10.26503/todigra.v6i3.2175.

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FromSoftware’s Souls series comprises five separate fictional worlds, and yet is considered a series with a ‘spiritual’ connection. Although the games share the same developer, special attention has been paid, both in popular discourse and in research, to the distinctive character of FromSoftware’s worldbuilding and storytelling. I argue that a mythological approach allows us to better outline, analyse and put into relation the elements of these games. Mythology is understood as a model for understanding the world, following the work of Frog (2021) and Roland Barthes ([1972] 2009). This builds
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Madden, John R. "Economic and Fiscal Impacts of Mega Sporting Events: A General Equilibrium Assessment." Public Finance and Management 6, no. 3 (2006): 346–94. http://dx.doi.org/10.1177/152397210600600304.

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This article employs a multiregional CGE model to examine the effects of a mega sporting event, the Sydney 2000 summer Olympics, on economic and financial variables within a single analytical framework. Simulations are conducted for three phases over a 12-year period. Careful attention is paid to the presence of constraints on labour supply and capital and on the sources of savings funding Olympic investments. Simulations are conducted under the assumption that no effects from the Games remain on the debt position of Australian governments or the nation's external debt five years after the Syd
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Georgieva-Tsaneva, Galya, and Elena Shatko. "Exploring the Processes of Interaction Between Creators of Serious Educational Games and Learners Using Them." Innovative STEM Education 3, no. 1 (2021): 131–37. http://dx.doi.org/10.55630/stem.2021.0315.

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The report presents the processes of interaction between the creators of serious educational games and the users (pupils, students) who use them in the process of their learning (real and online). Organizing the process of designing (creating a concept for the game) and developing (producing the product) the serious educational games is a laborious and responsible process. The choice of game design and game model also proves to be essential for consumers. The context in which the serious game is played and used is important for the results obtained. The report discusses and distinguishes the d
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Ayupova, Mukarram. "Development of Connected Speech of School Children Based on Plot-Roleplay Games." Journal of Social Sciences and Humanities Research Fundamentals 5, no. 5 (2025): 29–35. https://doi.org/10.55640/jsshrf-05-05-08.

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An important aspect of the formation of the grammatical structure of speech is the mastery of syntactic norms in children whose speech is not fully developed, the formation and improvement of the ability to build sentences in accordance with these norms. The attention paid to the mastery of the sentence in preschool age is explained by the fact that the linguistic structure of the sentence combines the functions of other elements, serves as the main unit of communication and is associated with the formation of logical reasoning.
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Ho, Jeffrey C. F., and Xinzhi Zhang. "Strategies for Marketing Really New Products to the Mass Market: A Text Mining-Based Case Study of Virtual Reality Games." Journal of Open Innovation: Technology, Market, and Complexity 6, no. 1 (2019): 1. http://dx.doi.org/10.3390/joitmc6010001.

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This paper reports on a text mining-based case study aimed at determining how virtual reality (VR) games, as examples of really new products (RNPs), market themselves when they are introduced to the mass market. The goal was to examine the marketing foci of RNPs and any subsequent changes over time when the RNPs survive. VR games are a type of RNP offering several unique benefits, such as immersive gameplay and storytelling, which are advanced compared with their earlier counterparts. To examine the marketing foci of VR games, we collected 17,000 pieces of promotional text from a major online
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Chen, Sitong. "Analysis of User Acquisition, Brand Building, and Marketing Strategies for Love Mobile Games Based on Motivation Theory: A Case Study of "Love and Producer"." Highlights in Business, Economics and Management 46 (December 24, 2024): 143–49. https://doi.org/10.54097/h94wk296.

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In the era of diversified and fragmented information acquisition methods, how to attract users to download and use games, build brands, and improve marketing efficiency has become a problem faced by major manufacturers. As a hot topic in the mobile gaming industry in recent years, love mobile games are worth exploring in terms of user acquisition, brand building, and marketing strategies. This article analyzes the characteristics of love mobile games in user acquisition, brand building, and marketing strategies from the perspective of motivation theory, and takes "Love and Producer" as an exam
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Aizada, Urazova. "Game-Based Approaches to Learning Russian: How to Make Lessons Interesting and Effective." American Journal of Philological Sciences 5, no. 5 (2025): 211–13. https://doi.org/10.37547/ajps/volume05issue05-56.

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The article is dedicated to the use of game methods in teaching Russian as an effective tool for increasing students' motivation and productivity. The main types of game approaches are considered: lexical and orthographic games, grammatical quests, role-playing games, and digital applications. Their advantages are described, including developing communication skills, critical thinking, and creativity, as well as simplifying the perception of complex language rules. Special attention is paid to practical examples and recommendations for integrating games into the educational process, taking int
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Ball, Sheryl B., and Charles A. Holt. "Classroom Games: Speculation and Bubbles in an Asset Market." Journal of Economic Perspectives 12, no. 1 (1998): 207–18. http://dx.doi.org/10.1257/jep.12.1.207.

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This paper describes a classroom exercise in which students trade assets of uncertain value in a sequence of market periods. Assets pay one-dollar dividends at the end of each period, but once the dividend is paid there is fixed probability that the asset will be destroyed. Dividends and probabilities are chosen so that the fundamental value is constant over time. Speculative bubbles can be caused by divergent expectations about other traders' valuations of the asset. This exercise provides an interactive framework that facilitates discussions of discounting, rational expectations, and backwar
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O'Keefe, Roger. "The “Right to Take Part in Cultural Life” Under Article 15 of the ICESCR." International and Comparative Law Quarterly 47, no. 4 (1998): 904–23. http://dx.doi.org/10.1017/s002058930006259x.

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The fans' representatives also had some thoughts on the televising of games and pay-per-view television. They proclaimed “the right of fans to watch football matches on television without having to pay extra, since they take place in public arenas which have been paid for by the citizens”.1
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Hilgard, Joseph, Christopher R. Engelhardt, and Bruce D. Bartholow. "Brief use of a specific gun in a violent game does not affect attitudes towards that gun." Royal Society Open Science 3, no. 11 (2016): 160310. http://dx.doi.org/10.1098/rsos.160310.

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Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general. College
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