Academic literature on the topic 'Phenomenon of computer games'

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Journal articles on the topic "Phenomenon of computer games"

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Stolbova, Polina Alexeevna. "STEAMPUNK AS A VISUAL PHENOMENON IN COMPUTER GAMES." Вестник Восточно-Сибирского государственного института культуры 134 (April 24, 2025): 89–101. https://doi.org/10.31443/2541-8874-2025-1-33-89-101.

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Steampunk is a subgenre of science fiction that incorporates retro-futuristic technology and aesthetics inspired by the XIX century industrial steam engines. The combination of futuristic technologies and Victorian epoch aesthetics has turned out to be a fascinating theme for both developers and players. Such things as abundance of small details, use of specific materials to create the texture of mechanized characters, their clothing and appearance can refer to the attributes of steampunk aesthetics. Steampunk is a very specific style that performs an im-portant plot-forming function, but in t
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Artamonova, Viktoriia. "The phenomenon of flow state in the motivation of computer gamers." Социодинамика, no. 2 (February 2020): 93–103. http://dx.doi.org/10.25136/2409-7144.2020.2.32040.

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In examination of reason why people play videogames, multiple authors lean on the theory proposed by the Professor of Psychology Mihaly Csikszentmihalyi – the concept of flow (flow state). The author is known for his research in the area of happiness, creativity and subjective wellbeing. The so-called “effect of immersion” is described by complete absorption and endeavor to success. Presence in the flow state is not limited by a specific sphere or process; it is applied to all fields of activity that an individual is involved in. The article provides a definition
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WARZECHA, KATARZYNA. "COMPUTER GAMES FOR ENTERTAINMENT OF CONTEMPORARY YOUTH – SOCIO-ECONOMIC ASPECTS." sj-economics scientific journal 26, no. 3 (2017): 345–64. http://dx.doi.org/10.58246/sjeconomics.v26i3.180.

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The development of information and communication technologies and the spread of network services have made computers, tablets and smartphones an indispensable tool for work, learning and entertainment. The aim of the research is to present selected social and economic aspects related to computer games, which are the most popular form of e-entertainment incontemporary youth. In 2017, demand for e-entertainment has generated annual revenues of $ 108.9 billion globally. The use of computers and mobile phones (often with Internet access) for games is becoming more and more common among young peopl
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Humphreys, Sal. "Computer Games: Co-Creation and Regulation." Media International Australia 130, no. 1 (2009): 50–52. http://dx.doi.org/10.1177/1329878x0913000107.

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This introduction to the special issue on games, co-creation and regulation introduces some key concepts arising from the phenomenon of user-generated content in interactive media environments such as online computer games. It canvasses the work of the seven authors who have contributed to the special issue, covering a range of areas such as advertising and surveillance, participatory design, end user licence agreements, user-generated classification and participant rights.
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Filewod, Alan. "The Cybertheatre of Computer Games." Canadian Theatre Review 81 (December 1994): 24–28. http://dx.doi.org/10.3138/ctr.81.005.

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We call them computer games, but the label is a futile attempt to fix definition on a phenomenon marked by accelerated change, which is driven by technological innovation and which in consequence impels more change. There are thousands of computer games on the market today, although most of them are not in fact games in the technical sense of the term. They range from little hand-held electronic puzzles to multi-media simulations that require top of the Une hardware to run and hundreds of megs of storage space on CD-ROM. On your home computer you can explore murky dungeons, liberate galaxies,
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Lickhardt, Maren. "Game Logic in the TV Series The Walking Dead: On Transmedial Plot Structures and Character Layouts." Open Cultural Studies 1, no. 1 (2017): 359–68. http://dx.doi.org/10.1515/culture-2017-0033.

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Abstract This paper discusses plot structures and characters of the The Walking Dead TV series which can be traced back to the influence of computer games and gameplay. It shall prove that the series’ narration as a transmedial phenomenon is characterised by ludic logic, although interactive aspects are omitted due to the intermedial change from games to a TV series. The characters’ twin layout as both civilised and archaic, the permanent necessity to make live-or-death decisions, as well as the struggle for survival, simulate aspects of adventure games in particular. The long duration of the
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Vasiliev, A. A., and Yu V. Pechatnova. "COMPUTER GAMES AS A SUBJECT OF INTERDISCIPLINARY RESEARCH." Russian-Asian Legal Journal, no. 3 (October 18, 2022): 16–21. http://dx.doi.org/10.14258/ralj(2022)3.3.

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The article is devoted to the specifics of the study of computer games. The authors propose to analyzethe phenomenon of computer games in three dimensions: philosophical and cultural, socio-economic andpsychological and pedagogical. The research methodology consists of general scientific methods of systemanalysis and an interdisciplinary approach to the subject of study. As a result, the authors conclude that thereis a need for an integrated approach to the study of computer games and the impossibility of studying one ofthe aspects of computer games in isolation from the other. The experience
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Barbu Mihai, Constantin Răzvan, George Bogdan Burcea, Dragoş Laurenţiu Diaconescu, Marius Catalin Popescu, Ioan Turcu, and Paula Apostu. "Considerations Regarding the Development of the eSports Phenomenon." Studia Universitatis Babeş-Bolyai Educatio Artis Gymnasticae 65, no. 4 (2020): 109–18. http://dx.doi.org/10.24193/subbeag.65(4).36.

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ABSTRACT. Esports (Electronics Sports or short for esports, e-sports) is the term used in multiplayer computer games competitions, most of them organized and dedicated to professional players. Nowadays, esports has become a real industry, generating profits for the hardware companies, for the event organizers, but especially for the players, who can reach record receipts from the awards given at different events around the. Esports has slowly evolved into a cultural phenomenon. Across Asia, North America and Europe, the best pro gamers are competing for a share in hundreds of thousands of doll
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Anisimova, A. T. "Phenomenon of computer game in translation discourse." Scientific bulletin of the Southern Institute of Management, no. 2 (August 2, 2018): 82–86. http://dx.doi.org/10.31775/2305-3100-2018-2-82-86.

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The article introduces a phenomenon of computer game as an emerging field in translation studies. The development and expanding of the world industry of interactive entertainment demands a proficient video games translation of high quality as the international market of video products is dominated by American and Japanese producers. The author discusses the issues of videogames translation in the concept field of localization as a videogames is not only an audiovisual product but a software product. The concept of translation and translator’s competence is about to leave the traditional equiva
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Viktorovna Grishina, Anna, and Elena Nikolaevna Volkova. "Personal Agency Features of Younger Adolescents with A High Degree Of Passion for Computer Games." International Journal of Engineering & Technology 7, no. 3.14 (2018): 331. http://dx.doi.org/10.14419/ijet.v7i3.14.17020.

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In the era of intensive informatization of society, computer becomes an integral part of the modern life of the younger teenagers. In Russia, the number of children spending time in front of monitors, playing computer games at home or in a computer club, increases every day. According to Entermedia LLC, the percentage of sales of computer games increases by 50% annually. Currently, 23% of the population of Russia plays computer games, at that the minimum age for a computer player is two years.Strengthening polarization regarding children's interest to computer games becomes one of the most imp
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Dissertations / Theses on the topic "Phenomenon of computer games"

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Калагурка, Б. О. "Компьютерные игры как психологический феномен". Thesis, Сумский государственный университет, 2018. http://essuir.sumdu.edu.ua/handle/123456789/67158.

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Игровая индустрия прочно вошла в нашу жизнь, заняв почетное место лидеров среди множества способов организации человеческого отдыха. Виртуальная реальность манит своими безграничными возможностями, а индустрия компьютерных развивается невероятно быстро. Согласно статистике аналитической компании Newzoo, только за 2014 год было зарегистрировано 1,775,489,000 геймеров [1].
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Franklin, Adam Christopher. "Headshot! An exploration of the phenomenon of violent video games /." Bowling Green, Ohio : Bowling Green State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1182264608.

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Franklin, Adam C. "Headshot!: An Exploration of the Phenomenon of Violent Video Games." Bowling Green State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1182264608.

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Vedrashko, Ilya. "Advertising in computer games." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/39144.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2006.<br>Includes bibliographical references (leaves [67]-[74]).<br>This paper suggests advertisers should experiment with in-game advertising to gain skills that could become vital in the near future. It compiles, arranges and analyzes the existing body of academic and industry knowledge on advertising and product placement in computer game environments. The medium's characteristics are compared to other channels' in terms of their attractiveness to marketers, and the business environment is analyzed to
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Плохута, Тетяна Миколаївна, Татьяна Николаевна Плохута, Tetiana Mykolaivna Plokhuta, and B. S. Ilchyshyn. "Computer games and reality." Thesis, Вид-во СумДУ, 2007. http://essuir.sumdu.edu.ua/handle/123456789/17551.

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Yan, Jingjing. "Gender and computer games / video games : girls’ perspective orientation." Thesis, Gotland University, Institutionen för humaniora och samhällsvetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-575.

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<p>The topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies which have enormous contributions to gender issue in computer games area. A simple model is establis
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Rihan, Jonathan. "Computer vision based interfaces for computer games." Thesis, Oxford Brookes University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.579554.

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Interacting with a computer game using only a simple web camera has seen a great deal of success in the computer games industry, as demonstrated by the numerous computer vision based games available for the Sony PlayStation 2 and PlayStation 3 game consoles. Computational efficiency is important for these human computer inter- action applications, so for simple interactions a fast background subtraction approach is used that incorporates a new local descriptor which uses a novel temporal coding scheme that is much more robust to noise than the standard formulations. Results are presented that
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Løland, Karl Syvert. "Intelligent agents in computer games." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9759.

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<p>In this project we examine whether or not a intelligent agent can learn how to play a computer game using the same inputs and outputs as a human. An agent architecture is chosen, implemented, and tested on a standard first person shooter game to see if it can learn how to play that game and find a goal in that game. We conclude the report by discussing potential improvements to the current implementation.</p>
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Nordvall, Mathias. "SIGHTLENCE : Haptics for Computer Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-73873.

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Games in general and computer games in particular have now become a mainstream activity for young people in the industrialized nations. Sadly, people’s interaction with computer artifacts and games are mainly still limited to the visual and auditive modalities. This constrains the richness of our interaction with those artifacts, it constrains the possibilities of using those artifacts to communicate and build relations with others, and it excludes some people from using them at all. This thesis answers the questions of whether it’s possible to use haptics as a single modality for conveying in
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Thomson, Matthew Ian Malcolm. "Military computer games and the new American militarism : what computer games teach us about war." Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10672/.

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Military computer games continue to evoke a uniquely contradictory public, intellectual, and critical response. Whilst denigrated as child’s play, they are played by millions of adults; whilst dismissed as simplistic, they are used in education, therapy, and military training; and whilst classed as meaningless, they arouse fears over media effects and the propagandist influence of their representations of combat. They remain the object of intense suspicion, and as part of a new and growing mass medium, they are blamed for everything from obesity to falling literacy standards, and from murder t
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Books on the topic "Phenomenon of computer games"

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Jahn-Sudmann, Andreas, and Ralf Stockmann, eds. Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306.

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1974-, Jahn-Sudmann Andreas, and Stockmann Ralf 1973-, eds. Computer games as a sociocultural phenomenon: Games without frontiers, war without tears. Palgrave Macmillan, 2007.

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Coupland, Douglas. Lara's Book: Lara Croft and the Tomb Raider Phenomenon. Prima Publishing, 1998.

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Cazenave, Tristan, Mark H. M. Winands, and Hiroyuki Iida, eds. Computer Games. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-05428-5.

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Cazenave, Tristan, Mark H. M. Winands, and Abdallah Saffidine, eds. Computer Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75931-9.

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Cazenave, Tristan, Mark H. M. Winands, and Yngvi Björnsson, eds. Computer Games. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-14923-3.

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Cazenave, Tristan, Mark H. M. Winands, Stefan Edelkamp, Stephan Schiffel, Michael Thielscher, and Julian Togelius, eds. Computer Games. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57969-6.

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Cazenave, Tristan, Abdallah Saffidine, and Nathan Sturtevant, eds. Computer Games. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-24337-1.

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Cazenave, Tristan, Mark H. M. Winands, Stefan Edelkamp, Stephan Schiffel, Michael Thielscher, and Julian Togelius, eds. Computer Games. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39402-2.

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L, Levy David N., ed. Computer games. Springer-Verlag, 1988.

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Book chapters on the topic "Phenomenon of computer games"

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Bogost, Ian, and Cindy Poremba. "Can Games Get Real? A Closer Look at ‘Documentary’ Digital Games." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_2.

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Lockwood, Dean, and Tony Richards. "Presence-Play: The Hauntology of the Computer Game." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_17.

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Rusch, Doris C. "Emotional Design of Computer Games and Fiction Films." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_3.

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Cavalcanti, Sven O. "Preconscious Apocalypse: The Failure of Capitalism in Computer Games." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_13.

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Lowood, Henry. "Impotence and Agency: Computer Games as a Post-9/11 Battlefield." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_8.

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van Dreunen, Joost. "The Aesthetic Vocabulary of Video Games." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_1.

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Chan, Dean. "Negotiating Online Computer Games in East Asia: Manufacturing Asian MMORPGs and Marketing ‘Asianness’." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_18.

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Maietti, Massimo. "Player in Fabula: Ethics of Interaction as Semiotic Negotiation Between Authorship and Readership." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_10.

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Klimmt, Christoph, Hannah Schmid, Andreas Nosper, Tilo Hartmann, and Peter Vorderer. "‘Moral Management’: Dealing with Moral Concerns to Maintain Enjoyment of Violent Video Games." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_11.

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Slocombe, Will. "Beyond Good and Evil: The Inhuman Ethics of Redemption and Bloodlines." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_12.

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Conference papers on the topic "Phenomenon of computer games"

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Krone, David, Erik Esche, Mirko Skiborowski, and Jens-Uwe Repke. "Optimal Process Synthesis Implementing Phenomena-based Building Blocks and Structural Screening." In Foundations of Computer-Aided Process Design. PSE Press, 2024. http://dx.doi.org/10.69997/sct.146347.

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Superstructure optimization for process synthesis is a challenging endeavour typically leading to large scale MINLP formulations. By the combination of phenomena-based building blocks, accurate thermodynamics, and structural screening we obtain a new framework for optimal process synthesis, which overcomes prior limitations regarding solution by deterministic MINLP solvers in combination with accurate thermodynamics. This is facilitated by MOSAICmodeling�s generic formulation of models in MathML / XML and subsequent decomposition and code export to GAMS and C++. A branch &amp; bound algorithm
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Koscianski, André, Guilherme T. S. Abreu, and Luiz G. M. Padilha. "Integrating a simulation model as an architectural component of a game." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2022. http://dx.doi.org/10.5753/sbgames_estendido.2022.225424.

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Many computer games involve the simulation of real-world phenomena, mechanisms, and behavior of beings. Examples vary from simple Physics found in the platform style to characters that learn and adapt according to user choices. Another field that uses computer models is criminology, a theme that is also a starting point for many games. This paper studies the integration of a (serious) criminal simulation model and a computer game, keeping the two perspectives separated; the model functions as an add-on that reshapes parts of the game.
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OLIZKO, N. S., and K. V. YUDINA. "SPECIFICS OF PRECEDENT PHENOMENA TRANSLATION IN VIDEO GAMES (ON THE EXAMPLE OF THE GAME “ATOMIC HEART”)." In СЛОВО, ВЫСКАЗЫВАНИЕ, ТЕКСТ В КОГНИТИВНОМ, ПРАГМАТИЧЕСКОМ И КУЛЬТУРОЛОГИЧЕСКОМ АСПЕКТАХ. Chelyabinsk State University Publishing House, 2024. http://dx.doi.org/10.47475/9785727119631_440.

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Translation of precedent phenomena requires a special approach to preserve their uniqueness and authenticity. This article studies the ways of translating precedent phenomena in video games on the example of localisation of the computer game “Atomic Heart” by Mundfish studio. The authors analyse the difficulties arising in the translation of precedent phenomena and consider the translation strategies that allow preserving the authenticity of precedent phenomena. In the game “ATOMIC HEART”, precedent phenomena are used to create “false nostalgia”, which arouses the interest of domestic users of
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Sunnatova, R. I., M. O. Mdivani, and E. V. Lidskaya. "Personal resource as a factor of deviant behaviour prevention among students of digital generation." In INTERNATIONAL SCIENTIFIC AND PRACTICAL ONLINE CONFERENCE. Знание-М, 2020. http://dx.doi.org/10.38006/907345-50-8.2020.264.276.

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The history of students’ deviant behavior problem and studying different aspects of this phenomenon is defined by ambiguous understanding of the phenomenon occurrence nature. Widespread digitalization of educational environment and social life introduces new factors determining the behavior of modern adolescents. A promising approach to solving a number of research and practical problems in preventing deviant behavior among adolescents may consider the possibility of identifying a personal resource as a factor of preventing violations in adolescent behavior. The study involved 402 students fro
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Schumann, Hans, Louis Rosenberg, and Gregg Willcox. "'"Human Swarms” of novice sports fans beat professional handicappers when forecasting NFL football games." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003287.

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The biological phenomenon of Swarm Intelligence (SI) enables social species to converge on group decisions by interacting in real-time systems. Studied in schools of fish, bee swarms, and bird flocks, biologists have shown for decades that SI can greatly amplify group intelligence in natural systems. Artificial Swarm Intelligence (ASI) is a computer-mediated technique developed in 2015 to enable networked human groups to form real-time systems that can deliberate and converge on decisions, predictions, estimations, and prioritizations. A unique combination of real-time HCI methods and AI algor
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Arlitt, Ryan, Friederich Berthelsdorf, Sebastian Immel, and Robert Stone. "Using Human Computation to Assist Biologically Inspired Design: Evaluating a Game-With-a-Purpose." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-34796.

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Locating relevant biological analogies is a challenge that lies at the heart of practicing biologically inspired design. One promising solution involves computationally providing relevant inspiration to the designer. This paper presents a novel human computation game for collecting computable descriptions of biological strategies, an assessment of the quality of these descriptions gathered from experimental data, and an evaluation of the game’s user experience. This human computation approach to collecting and organizing biological phenomena improves upon the breadth of curated database approa
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Barbosa de Morais, Renan, Mário César San Felice, Pedro Henrique Del Bianco Hokama, and Gabriel Ávila Casalecchi. "O Problema do Poder Efetivo na Câmara dos Deputados." In Computer on the Beach. Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p125-132.

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Proportionality in political representation is an essential theme forrepresentative democracy. In Brazil, this debate appears in the contextof non-proportionality between a federative unit’s populationsize and its number of representatives in the Chamber of Deputies.In other words, the number of deputies in a state is not proportionalto its number of inhabitants, which violates the "one man, one vote"principle.Discussions around this disproportionality have motivated scholarsto develop empirical research that aims to identify the causesand consequences of the phenomenon and to analyze the impa
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Richard, Christopher, Allison M. Okamura, and Mark R. Cutkosky. "Getting a Feel for Dynamics: Using Haptic Interface Kits for Teaching Dynamics and Controls." In ASME 1997 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/imece1997-0390.

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Abstract Low cost, single-axis force reflecting joysticks were used to teach students about electromechanical systems, dynamics and controls. The students assembled the devices from kits, tested and analyzed them, and used them to interact with computer models of dynamic systems. The devices helped students to appreciate such phenomena as equivalent inertia, friction and the effects of changing control system parameters. They also generated high enthusiasm among the students, particularly when used in cooperative “haptic video games” at the end of the course.
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Rai, Rahul, Uriel Tekunoff, Carson Schafer, Peter Sandborn, and Janis Terpenny. "Mitigating E-Waste: A Product Service System (PSS) Based Design Approach to Create Obsolescence Resistant Products." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-28796.

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Consumers of electronic products (e-products) increasingly purchase new product and dispose of the last-generation of fully functional product for the sake of newer models with added functionality brought on by advances in technology. This consumer behavior is referred to as technological obsolescence, rendering older versions of the product obsolete and creating e-waste. The phenomenon of technological product obsolescence and e-waste is especially prevalent in electronic products such as cell phones and video games. E-waste is very costly for the environment, as well as for electronics produ
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Epurescu, Elena oliviana. "EDUCATIONAL SOFTWARE." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-140.

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Getting used to the new technologies influences the intellectual forming in the following directions, like this: - Stimulating the interest towards the new - when a computer is operated, the interest and involvement is uninterrupted. The almost complete openness that computers offer eliminates the risk that the activity to become a routine. - Stimulating the imagination - usually, the contact with the computer world it is realized through games. The variety of the subjects approached by those stimulates the imagination of the players, all the more that this software is specially designed to de
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Reports on the topic "Phenomenon of computer games"

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Lily Gullion, Lily Gullion. Understanding Teamwork Using Computer Games. Experiment, 2015. http://dx.doi.org/10.18258/4913.

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Jane Hornickel, Jane Hornickel. Educational computer games: How long do benefits last? Experiment, 2014. http://dx.doi.org/10.18258/2780.

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May, John W., and Jr. Computer Simulations and the Army War College, Where Are the Games. Defense Technical Information Center, 1990. http://dx.doi.org/10.21236/ada223289.

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Lažetić, Marina. Migration, Extremism, & Dangerous Blame Games: Developments & Dynamics in Serbia. RESOLVE Network, 2021. http://dx.doi.org/10.37805/wb2021.1.

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The rapid arrival of hundreds of thousands of migrants into the European Union (EU) from the Middle East, South Asia, and Africa beginning in 2015 coincided with an increase in support for anti-immigrant rhetoric and the far-right in many European countries. A substantial number of these migrants came to the EU through what became known as the “Balkan Route” a major transit land route cutting through the Western Balkans. In 2016, however, the Route officially “closed,” leaving many of those people attempting to reach Europe effectively stranded within the Balkans. In 2020, for example, approxi
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Friedrich, Jörg. Response II: How Much Have We Really Moved On From Those Earlier Days When Holocaust Computer Games Were Forbidden? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/oyhd7385.

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Zimmerman, Daniel M., Brian Rothstein, Yevgeniy Kaganovich, and Khai Pahm. Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model. Defense Technical Information Center, 1997. http://dx.doi.org/10.21236/ada446104.

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Ruchotzke, Ethan. Building Computer Literacy Through Games: A Game Design Resource Compendium for the Innovate-IT Program. Iowa State University, 2024. http://dx.doi.org/10.31274/cc-20240624-327.

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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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Lewis, Jeremy R. Using Commercial-off-the-Shelf Computer Games to Train and Educate Complexity and Complex Decision-Making. Defense Technical Information Center, 2008. http://dx.doi.org/10.21236/ada510008.

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Bothe, Dr Alina. Response IV: How Much Have We Learnt So Far About Holocaust History and Computer Games, and Why Do We Often Feel the Need to Legitimate Games About Holocaust History? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/jcwg5927.

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