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Journal articles on the topic 'Popular Games'

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1

Pampi, Mudang, and Md Asghar. "A Blur Line Between Hobby and Addiction: Online Video Gaming Among the Youth of Arunachal Pradesh." Oriental Anthropologist: A Bi-annual International Journal of the Science of Man 21, no. 1 (2021): 116–24. http://dx.doi.org/10.1177/0972558x21994249.

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Online video games have become more popular among the youth and young adults in the past decade. These games are exceedingly addictive. The youths and young adults engage many hours of their day playing these games. This article is an attempt to understand the players’ perceptions and reasons for spending hours playing it. This article also explores the factors responsible for the growth of video games as a trending popular culture. The current study examines the impact of excessive gameplay on a gamers’ life as a whole. This study found out that graphics, gameplay, and story line of a gamepla
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Teng, Ching-I., Shih-Ping Jeng, Henry Ker-Chang Chang, and Soushan Wu. "Who Plays Games Online?" International Journal of E-Business Research 8, no. 4 (2012): 1–14. http://dx.doi.org/10.4018/jebr.2012100101.

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Online games have become increasingly popular computer applications, raising the question of who plays them. Thus, the present study investigates the relationship between gamer personality and online game use as well as the potential links between online game use and gamer demographic variables. The sample consisted of 1633 Taiwanese online gamers. This study used confirmatory factor analysis to assess measurement reliability and validity. The hypotheses were tested using regression analyses. Analytical results indicated that online game use is positively related to gamer openness and agreeabl
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Fabian, Tom. "The Populism in Popular Games." Journal of Sport History 50, no. 2 (2023): 271–89. http://dx.doi.org/10.5406/21558450.50.2.09.

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Abstract Like other cultural forms, traditional games—also known as folk games or popular games—have always been associated with the ethnicity, locality, and heritage of myriad cultures throughout Europe. These characteristics are also critical to the principles of counter-modernity inherent to right-wing populism, which relies on a romanticized ethnonationalist rhetoric promulgating a nostalgic recollection of the past and an imagined heartland. As the “games of the people,” traditional games present a salient lens through which to understand our contemporary populist age. By investigating th
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Anowra, Khan, and Muqtadir2 Rabia. "Online Gaming in Pakistan: Demographic Characteristics and Gaming Preferences." International Journal of Case Studies 3, no. 6 (2014): 25–32. https://doi.org/10.5281/zenodo.3522649.

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Online gaming has become very popular all over the world. This area of research is yet to be explored in Pakistan. The aim of the present article is to highlight the demographic characteristics of online gamers in Pakistan and to investigate their gaming preferences. A questionnaire was developed to access these variables in a sample of (N=357).The result indicated that middle adolescents are the main costumer of online games. 59% online gamers secured B grade in their respective classes. Facebook games were the most popular online games played by the participants. Females and males online gam
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S, Sudharsan. "UNIVERSAL REAL-TIME STRATEGY GAME IN UNREAL ENGINE." International Journal of Engineering Applied Sciences and Technology 6, no. 9 (2022): 243–48. http://dx.doi.org/10.33564/ijeast.2022.v06i09.035.

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-In the rapid growing field of game development and game design, the RTS genre of games continues to attract substantial number of gamers. RTS genre games not only provide entertainment for gamers but also the ability to yest and grow their real time application of tactical and logical decision-making skills. RTS games are lately very popular but a brief number of games are available with similar concepts. This reputation in the story line of the available games makes the long-term game play less desirable. The project intents to develop a spin-off RTS game with major emphasis on level design,
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Ciszek, Przemysław. "Polish Thematic Media on Video Games 1990–2020." Media Biznes Kultura, no. 1 (10) (2021): 103–14. http://dx.doi.org/10.4467/25442554.mbk.21.006.13972.

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This article presents the history and contemporary state of Polish media on the theme of video games. Media about video games emerged on the Polish market after the country’s political transformation of 1989 and quickly became very popular. The ever increasing multitude of players led to demand for information and reviews on games. During 1990’s there were many more or less significant magazines about video games in Poland. Almost all of them perished. Currently, there are only three of them on the Polish market. TV programmes about video games appeared during the 90s which effectively showcas
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S, Sudharsan. "Universal Real-Time Strategy Game in Unreal Engine." International Journal for Research in Applied Science and Engineering Technology 10, no. 3 (2022): 1061–67. http://dx.doi.org/10.22214/ijraset.2022.40800.

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Abstract: In the rapid growing field of game development and game design, the RTS genre of games continues to attract substantial number of gamers. RTS genre games not only provide entertainment for gamers but also the ability to yest and grow their real time application of tactical and logical decision-making skills. RTS games are lately very popular but a brief number of games are available with similar concepts. This reputation in the story line of the available games makes the long-term game play less desirable. The project intents to develop a spin-off RTS game with major emphasis on leve
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Brandt, Felix, and Martin Bullinger. "Finding and Recognizing Popular Coalition Structures." Journal of Artificial Intelligence Research 74 (June 7, 2022): 569–626. http://dx.doi.org/10.1613/jair.1.13470.

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An important aspect of multi-agent systems concerns the formation of coalitions that are stable or optimal in some well-defined way. The notion of popularity has recently received a lot of attention in this context. A partition is popular if there is no other partition in which more agents are better off than worse off. In this paper, we study popularity, strong popularity, and mixed popularity (which is particularly attractive because existence is guaranteed by the Minimax Theorem) in a variety of coalition formation settings. Extending previous work on marriage games, we show that mixed popu
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S., T. Magdum. "Studies on Popular Games in the Kolhapur Geographical Region." International Journal of Advance and Applied Research S6, no. 6 (2025): 382–84. https://doi.org/10.5281/zenodo.15067406.

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<em>Kolhapur, a city located in the south-western part of Maharashtra, India, has a rich cultural heritage. One of the key aspects of this heritage is its traditional and modern games, which have been passed down through generations. This research paper aims to explore the popular games in the Kolhapur geographical region, analysing both traditional and contemporary games. The paper will examine the historical context, cultural significance, and the current trends in these games, with a particular focus on how the younger population has been influenced by both local traditions and global trend
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Stokes, Benjamin, and Dmitri Williams. "Gamers Who Protest." Games and Culture 13, no. 4 (2015): 327–48. http://dx.doi.org/10.1177/1555412015615770.

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Commercial games are rarely studied for their links to civic behavior. Yet small-group games online can affect the social networks that spill into civic life (and vice versa). This study examined players of the world’s most popular personal computer game, League of Legends. Such games are theorized as mirrors that reflect civic tendencies and help some players to retain social resources. Using models of civic voluntarism, the attitudes and behaviors of more than 9,000 gamers were investigated. Gamers were shown to have relatively typical civic lives, except for unusually high rates of peaceful
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Heredia-Arias, G. J., D. Galeano-Rojas, J. Campo-Ansotegi, and M. Ortíz-Franco. "Gamification Learning Situation: Popular and Traditional Games of the Basque Country." ESHPA - Education, Sport, Health and Physical Activity 8, no. 2 (2024): 31–54. https://doi.org/10.5281/zenodo.10804277.

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Abstract: Objectives: The aim of this work was to design a gamification learning situation focused on the popular and traditional games of the Basque Country. Gamification as an innovative methodology in physical education allows modifying student behaviors, from the establishment of scores, challenges and achievements, all through the game. Methods: The learning situation is designed for children in the third cycle of Primary Education, the proposal consists of 8 class sessions, the content is developed from the setting of mythological characters of Basque culture, through traditional Basque
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Gomes Machado, Renata, Jocelma Almeida Rios, and Marcelo Vera Cruz Diniz. "A cultura popular nos jogos educacionais digitais." Educação Online 18, no. 42 (2023): e231806. http://dx.doi.org/10.36556/eol.v18i42.1351.

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Os jogos digitais são elementos da cultura pós-moderna que atraem grande parte da população estudantil. Os jogos estimulam o raciocínio lógico, a interação entre jogadores, a persistência na aprendizagem de estratégias para mudança de fase, tudo isso de forma lúdica e prazerosa, fazendo com que muitos jogadores passem horas diante das telas. Essas características positivas dos jogos fizeram com que eles sejam utilizados na educação como estratégia para potencializar a aprendizagem. Ainda que de forma iniciante, muitos jogos estão sendo utilizados nos meios acadêmicos. Porém a maioria dos produ
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Le, Huy Cuong, and Thi Huong Giang Nguyen. "Designing Digital Educational Games by Integrating Teaching Process into the Technology Platform of Entertainment Games." International Journal of Current Science Research and Review 07, no. 03 (2024): 1479–88. https://doi.org/10.5281/zenodo.10799084.

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Abstract : This study presents a method for designing Digital Educational Games (DEGs) that integrates educational content with entertainment game technology. The purpose is to create engaging learning experiences by leveraging theories of learning, emotion, and motivation. Methodology includes selecting popular entertainment games and incorporating educational objectives to enhance both learning and gameplay. This design has been applied into teaching Soft Skills according to the game based learning approach. This application was evaluated to find the effectiveness of this proposal and the wa
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Gluck, Aaron, Kwajo Boateng, and Julian Brinkley. "Racing in the Dark: Exploring Accessible Virtual Reality by Developing a Racing Game for People who are Blind." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (2021): 1114–18. http://dx.doi.org/10.1177/1071181321651224.

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Video games are popular leisure and social activities; however, they often present accessibility issues for the community of gamers who are blind. While gaming technology has evolved, people who are blind still have limited access to commercially available accessible video games. Current accessible games tend to focus on auditory information to play, and none are available in virtual reality (VR). Accessible, fast-paced games have the development challenge of providing players useful information in time to make split-second decisions. We developed Racing in the Dark, a fast-paced, accessible V
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Kolkunova, Ksenia. "Religiosity and videogames." St. Tikhons' University Review 111 (February 29, 2024): 110–25. http://dx.doi.org/10.15382/sturi2024111.110-125.

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The study of video games in the context of religious studies of popular culture is one of the fastest growing fields. Here the interests of researchers of games, media, modern religious processes, youth and many other fields of research intersect. In this article we will turn to how the “effects” paradigm manifests itself in the field of video games, an approach to the study of popular culture through the prism of its influence on a person or society as a whole. Here the tradition of phenomenological and structuralist research turns out to be important, and the main conclusion is the danger, s
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Rianto, Fathanaditya. "Exploring the Role of Video Games in Shaping Global South Narratives: A Study of Far Cry 2, Far Cry 3, and Mobile Legends hrough the Popular Culture and World Politics (PCWP) Framework." Global South Review 6, no. 2 (2024): 36. https://doi.org/10.22146/globalsouth.95778.

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In the current digital era, video games, which have evolved from ancient times, have become immensely popular media with significant impacts on society. In this context, it is evident that video games are not merely entertainment but also powerful instruments for conveying stories and ideologies, playing a significant role in communicating political and social messages. Through in-depth analysis of various game genres, this study explores how video games can reflect, influence, and even shape our perceptions of power dynamics, government policies, and global conflicts. This aligns with the fra
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Prušević Sadović, Filduza, Esma Demirović, Alma Trtovac Dedeić, and Hana Karaahmetović. "Quality and Educational Value of Popular Digital Games in Younger School Age." Društvene i humanističke studije (Online) 9, no. 2(26) (2024): 1119–32. https://doi.org/10.51558/2490-3647.2024.9.2.1119.

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Modern times have changed the way children play. Starting from the fact that play is a basic activity for children through which children learn and develop, we wanted to get acquainted with new games that have moved from the real world to the digital environment. The paper presents the results of a research whose subject was the intensity and frequency of playing digital video games, as well as a description of the most frequently played games in younger school age. Through research, we became familiar with the games Roblox and Stumble Guy, which are the most popular among the target group, th
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Ip, Barry, and Xianhui Che. "A Primer Survey of Chinese Mobile Games." Asiascape: Digital Asia 3, no. 1-2 (2016): 17–37. http://dx.doi.org/10.1163/22142312-12340046.

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This article provides introductory insight into and an evaluation of the nature and current composition of the Chinese mobile games market. We conducted research to explore the subtle yet prevalent distinctions in game genre classifications in China, and we examined game rankings as an indication of the sorts of titles that are popular in the region. Further insights are offered into the leading distribution platforms that host mobile games, representing a unique characteristic of the Chinese market. Finally, the paper offers further analysis of mobile games via a three-step model that conside
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Lee, Jin Ha, Rachel Ivy Clarke, and Stephanie Rossi. "A qualitative investigation of users’ discovery, access, and organization of video games as information objects." Journal of Information Science 42, no. 6 (2016): 833–50. http://dx.doi.org/10.1177/0165551515618594.

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Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire and play video games. With the aim of better understanding people’s game-related information needs and behaviour, we conducted 56 semi-structured interviews with users who find, play, purchase, collect and recommend video games. Participants included gamers, parents, collectors, industry professionals, librarians, educators and scholars. From this user data, we derive and discuss key design implicat
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Hall, Mark A. "Games of Character: The Role of Board, Dice & Card Games in Popular Cinema." Board Game Studies Journal 16, no. 2 (2022): 17–46. http://dx.doi.org/10.2478/bgs-2022-0018.

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Abstract This paper adopts a cultural biography perspective in examining some of the different ways board games are portrayed in the movies. It outlines the evidence base presented in appendices 1 and 2 and running to some 300 films. It identifies some of the shared linkages between board games, digital games and films and explores in more detail the role of dice, the way games shape and define character, place and time and how games help to define the past and the future.
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Rizka, Haira. "The Orizing Online Game Applications With Islamic Content To Foster Youth’s Willingness To Learn Islam." TADRIS AL-ARABIYAT: Jurnal Kajian Ilmu Pendidikan Bahasa Arab 2, no. 1 (2022): 36–46. http://dx.doi.org/10.30739/arabiyat.v2i1.1311.

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Online gaming becomes popular among youth with the fast emergence of internet use. Various types of games are available and free to download on gadgets. Millennial game developers also utilize this condition to build online application games with Islamic content. This paper aims to investigate sorts of online game applications with Islamic contents and analyze Muslim youth's perspectives on the phenomenon. This research employs the religion and virtual reality theory of Bainbridge (2014). This descriptive qualitative research collected the data through textual study and interviews. The collect
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Erkan, Mert, Kerem Yıldırım Şimşek, and Eyüp Furkan Gümüş. "Study on the Effect of Popular Culture on Digital Game Motivation." Journal of Educational Issues 8, no. 2 (2022): 783. http://dx.doi.org/10.5296/jei.v8i2.20452.

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In parallel with the constantly developing and changing technology, there is an increase in the consumption of digital games and a change in the way of use. About 30 million people in Turkey are interested in digital games and spend their free time in this way. Considering the Z generation, a significant portion of these users are high school and university students. There are even high school and university students who continue their professional careers as e-athletes. Determining why the Z generation prefers digital games and sports as a career or an important tool to evaluate their spare t
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GÖKSU, İdris, Alper ASLAN, and Türkan KARAKUŞ. "CHANGES IN SOCIOCULTURAL REPRESENTATIONS IN POPULAR DIGITAL GAMES." TURKISH ONLINE JOURNAL OF DESIGN, ART AND COMMUNICATION 6, no. 1 (2016): 21–35. http://dx.doi.org/10.7456/10601100/002.

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Wu-chang Feng, F. Chang, Wu-chi Feng, and J. Walpole. "A traffic characterization of popular on-line games." IEEE/ACM Transactions on Networking 13, no. 3 (2005): 488–500. http://dx.doi.org/10.1109/tnet.2005.850221.

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Guzdial, Mark, and Judy Robertson. "CS and popular culture; learning from console games." Communications of the ACM 55, no. 7 (2012): 10–11. http://dx.doi.org/10.1145/2209249.2209253.

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Ghattas, Fady, and Lilia Reyes. "Positive and Negative Themes in Popular Video Games Based on Entertainment Software Review Board Ratings." Global Pediatric Health 6 (January 2019): 2333794X1985974. http://dx.doi.org/10.1177/2333794x19859740.

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Video games have become a major part of a child’s recreational time. The objective of this study was to determine whether or not the number of positive and negative themes in video games differ based on their Entertainment Software Review Board rating. Thirty of the most popular games in 2016 were reviewed and scored based on a rubric made a priori. Mature, Teen, and Everyone rated games did not show significant difference in the frequency of positive themes (3.7, 3.1, 3.2, respectively; P = .425). Mature and Teen games did not show significant difference in the frequency of negative themes (5
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Chang, Qingxian. "Beautiful, Sexual, and Unimportant: The Situation of Female Inside and Outside the Game." Art and Society 3, no. 6 (2024): 36–42. https://doi.org/10.56397/as.2024.12.05.

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In recent years, Japanese style animate download type mobile games have been extremely popular in the Chinese market. This paper explores gender dynamics in anime mobile games. Despite a growing presence of female gamers, the depiction of female characters within these games often meets traditional gender stereotypes: female characters are typically sexualized with limited diversity in their appearance, while male characters display a broader range of appearance and age. Using case study of the game Arknights, this research studies the male gaze in character design and the overlooked contribut
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Chess, Shira. "A time for play: Interstitial time, Invest/Express games, and feminine leisure style." New Media & Society 20, no. 1 (2016): 105–21. http://dx.doi.org/10.1177/1461444816660729.

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Games such as FarmVille and other casuals played on social networks and mobile devices have recently become increasingly popular. Research on Social Networking Games (SNGs) often focuses on the “social” aspects—how this newer style of games engenders social relationships from disparate locations. This essay examines the genre of gaming in terms of their industry category, “Invest/Express Games.” Using the Invest/Express label as a means of rethinking the role of interstitial time, this essay proposes that the gaming style taps in to what can be understood as “feminine leisure style.” In many w
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Pardayev, Bahram Pulatovich. "HISTORY OF NATIONAL MOVEMENT GAMES." CURRENT RESEARCH JOURNAL OF PEDAGOGICS 02, no. 11 (2021): 197–202. http://dx.doi.org/10.37547/pedagogics-crjp-02-11-36.

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This article discusses the history of the origins of the National Action Games. Information is provided on the period in which the history of the origin of action games, which are popular today, dates back to. The article is one of the tools for the successful implementation of mental, moral and physical education of students in physical education classes of general secondary schools.
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Lala, Yohanes Brian Caesaryano, Raymond Sunardi Oetama, and Kimberly Lvina. "The Effect of Video Games Towards the Students' Academic Performance." IJNMT (International Journal of New Media Technology) 11, no. 2 (2025): 49–55. https://doi.org/10.31937/ijnmt.v11i2.3638.

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Video games have remained popular ever since the video game industry boom in the 1980s. It has remained popular, especially for children, teenagers, and adults. However, video games have also sparked controversies among the population. Concerns have been raised regarding the harmful effects of video games, particularly regarding addictions. Video games have been accused by many of being the cause of lowering academic performance. Therefore, this study aims to explore the relationship between video games and the overall academic performance of university students in depth. We applied several st
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Su, Nathan N. "Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic." International Journal of Psychological Studies 13, no. 4 (2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.

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The COVID-19 pandemic has impacted our lives in many different ways. One significant impact on daily life was the increased indoor time due to quarantine measures. Data collected suggests video games have become more popular than ever during these unprecedented times (Epstein, 2020).&#x0D; This study aims to explore the experiences and psychosocial well-being of individuals who played single and multiplayer video games during the pandemic.&#x0D; Data was collected through a questionnaire distributed to multiple online communities and forums from June 28th to July 29th, 2021. The total collecte
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Fernanda, Adwita, Abid Renata Fadri Geovanni, and Miftahul Huda. "Application of Artificial Intelligence to the Development of Playing Ability in the Valorant Game." IAIC Transactions on Sustainable Digital Innovation (ITSDI) 4, no. 1 (2022): 22–31. http://dx.doi.org/10.34306/itsdi.v4i1.566.

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From children to adults, everyone enjoys playing online games as a form of entertainment. Online games have a more popular market because they can meet other players worldwide connected to the internet. NPCs (players controlled by a computer system) are also available in online games as player substitutes or for skill practice. As a result, we have been interacting with artificial intelligence in the competition and our environment without realizing it. The game's AI (Artificial Intelligent) can offer an experience similar to playing with other players. Artificial intelligence may always influ
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Amaruddin, Hidar, Achmad Dardiri, Ariefa Efianingrum, and Sutiyono Sutiyono. "Popular Culture in Social Media & Online Games: Between Morality, Fear, and Expectations from Families and Schools." Journal of Education Culture and Society 15, no. 2 (2024): 617–32. http://dx.doi.org/10.15503/jecs2024.2.617.632.

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Aim. This article aims to present the meanings given by families and schools in viewing popular culture in social media and online games, and the implications for children. Important questions in this study include the relevance of educational values, concerns, fears and hopes of families and schools in viewing popular culture today. Methods. Phenomenology to explore how families and schools interpret the presence of popular culture in children's lives. Results. Families and schools agree that compared to the positive benefits, popular culture has more negative effects on children. Concerns re
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Pilkevych, Andrii. "US popular culture in the mirror of video game industry conventions." Ethnic History of European Nations, no. 64 (2021): 97–101. http://dx.doi.org/10.17721/2518-1270.2021.64.13.

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Video game culture is one of the most dynamically developed forms of modern popular culture. Over the past 10 years, the number of communities that represent certain areas has grown rapidly. Being in direct connection with film industry, literature and music the video game culture has occupied a new segment that requires detailed research. New opportunities of online communication have transformed the traditional understanding of gaming culture. Social segment identifies as gamers. This kind of culture can be used to spread a social message using human interactions. It should be noted that in
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Zhao, Junqi, and Peiyuan Li. "Randomized algorithm: An advanced algorithm for modern video games." Theoretical and Natural Science 43, no. 1 (2024): 168–83. http://dx.doi.org/10.54254/2753-8818/43/20240856.

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Nowadays, video games are more and more popular, and the variety of games is also growing. Under intense competition, developers need to make their games replayable without being mediocre. Randomized algorithms would be helpful. The randomized algorithm generally refers to employing randomness to create different possible solutions. This review paper focuses on the use of randomized algorithms in modern video games. It analyzes different types of randomized algorithms, such as Gaussian Randomness and Filtered Randomness. It also outlines their general principles, advantages and disadvantages.
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Haryadi, Rofiq Noorman. "Social Interaction of PUBG Mobile Gamers in the "Eden Esports" Community from A Dramaturgic Perspective." COMMUSTY Journal of Communication Studies and Society 2, no. 2 (2023): 43–48. http://dx.doi.org/10.38043/commusty.v2i2.4980.

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Traditional games are becoming outmoded and rarely used. Technology has transformed conventional games, making online games more engaging. PUBG Mobile is a popular internet game among teens. Social interaction concerns can arise in gaming, especially when one team or opponents is verbally attacked with criticism, insults, and humiliations. Players often criticise, criticise, and degrade teams and opponents in community participation and gaming. Dramaturgical analysis is used to evaluate Pubg Mobile Gamers' social interactions in the "Eden Esports" group. This study uses a qualitative descripti
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Hassan, Haslina, Ramlah Mailok, and Mashitoh Hashim. "Gender and Game Genres Differences in Playing Online Games." Journal Of ICT In Education 6 (June 30, 2019): 1–15. http://dx.doi.org/10.37134/jictie.vol6.1.2019.

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Online games are currently popular among teenagers as a way to entertain their time and having fun. Some claimed that by playing games could enhance learning ability, improved focus and attention, treat depression, less anti-social and many more. However, playing games could also become an addiction where some might involve with physical and health problems. This paper investigated gender-based students’ perceptions on playing games with their daily life. The perceptions study was developed based on ten items that related to students’ daily task. This study is also to identify the most popular
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Halim, Zahid, Abdul Rauf Baig, and Kashif Zafar. "Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Games." International Journal on Artificial Intelligence Tools 23, no. 02 (2014): 1350028. http://dx.doi.org/10.1142/s0218213013500280.

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Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we present an evolutionary strategy based solution towards the automatic generation of two player board games. To guide the evolutionary process towards games, which are entertaining, we propose a set of metrics. These metrics are based upon different theories of entertainment in computer games. This work also compares the entertainment value of the evolved games
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Dr. Milankumar Bhatt. "Indigenous Sports of India: Connecting Past to the Present." International Journal of Scientific Research in Science, Engineering and Technology 12, no. 2 (2025): 227–31. https://doi.org/10.32628/ijsrset25122121.

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Games are very popular throughout the world and everyone i.e. right from the children to adults prefers to participate in them. Various traditional games are part and parcel of Indian tradition. When we discuss about India, it has always exhibited its rich culture and tradition. Whereas, games have been an important part of Indian culture endlessly right from their origin. India is considered as a place of origin for a number of traditional games which are well-known throughout the world in present time. All these games require technical and tactical skills along-with other physiological compo
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Nugroho, Yohanes Padmo Adi. "Orang-Orang Neurosis Obsesif yang Menghayati Hidup di Antara Dua Alam: Dunia Real Sehari-hari dan Dunia Virtual Artifisial <em>Game</em>." Retorik: Jurnal Ilmu Humaniora 11, no. 1 (2023): 53–74. http://dx.doi.org/10.24071/ret.v11i1.6288.

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Games are an ever-interesting cultural phenomenon whose development has been very rapid. Now, there are offline games, online games, arcade games, multiplayer games, etc. Games cater to all ages, and now there are even offline games for toddlers. Meanwhile, there are also more and more genres of online games. Some utilize Virtual Reality, while others even bring virtuality into everyday reality, namely, Augmented Reality. Some of the most popular Augmented Reality games are Ingress, Pokémon Go and Mobbles. Such games, with virtual missions/quests elements in their gameplay, encourage players t
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Ciszek, Przemysław. "Polsat Games – the new approach to a speciality channel." Media Biznes Kultura, no. 2 (9) (2020): 193–205. http://dx.doi.org/10.4467/25442554.mbk.20.025.13189.

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Video games have been broadcasted on television for several decades, but gaming programs reached their peak at the turn of the 20th and 21st centuries. Their popularity dropped significantly when access to the Internet became popular. Game fans thus gained access to information and film material from video games. Polsat Games is another TV channel in Polsat’s rich offer. It deals with the subject of video games with a strong emphasis on e-sport. In addition to broadcasts about games, documentaries and quasi-documentaries as well as anime series are broadcast on it. The channel has launched its
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Ciszek, Przemysław. "Polsat Games – the new approach to a speciality channel." Media Biznes Kultura, no. 2 (9) (2020): 193–205. http://dx.doi.org/10.4467/25442554.mbk.20.025.13189.

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Video games have been broadcasted on television for several decades, but gaming programs reached their peak at the turn of the 20th and 21st centuries. Their popularity dropped significantly when access to the Internet became popular. Game fans thus gained access to information and film material from video games. Polsat Games is another TV channel in Polsat’s rich offer. It deals with the subject of video games with a strong emphasis on e-sport. In addition to broadcasts about games, documentaries and quasi-documentaries as well as anime series are broadcast on it. The channel has launched its
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Lickiewicz, Jakub, Patricia Paulsen Hughes, and Marta Makara-Studzińska. "Serious Games and Board Games Versus Cultural Changes." Perspektywy Kultury 30, no. 3 (2020): 257–70. http://dx.doi.org/10.35765/pk.2020.3003.17.

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The impact of computer games on human functioning has become the sub­ject of many studies and scientific reports. With the development of technol­ogy, games have transcended boards and become part of the video entertain­ment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertain­ment
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Ding, Luanqun. "Research on the Relationship Between the Ratings of Game App and Its Factors." Advances in Economics, Management and Political Sciences 11, no. 1 (2023): 314–23. http://dx.doi.org/10.54254/2754-1169/11/20230560.

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Mobile games are an indispensable part of human life. This paper investigates the relationship between game ratings scores or popularity on the app store and its game types and game forms aiming to help publishers to monetize their games in such a competitive market. The main findings of this paper is whether a game requires payment, the length of the game description, and the amount of memory occupied by the game play a crucial role in whether the game is popular or not. In addition, this paper also analyzes the number of games released each year and predicts which types of games will be more
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Pérez-Latorre, Óliver, Víctor Navarro-Remesal, Antonio José Planells de la Maza, and Cristina Sánchez-Serradilla. "Recessionary games: Video games and the social imaginary of the Great Recession (2009–2015)." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (2017): 884–900. http://dx.doi.org/10.1177/1354856517744489.

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How do the most popular video games in recent years contribute to the construction of the social imaginary of the Great Recession? The discursive struggles over the definition of crucial aspects of the recession such as austerity, the heroic ethos to face precariousness and being anti-establishment are being played not only in the political arena and ‘serious’ news genres but also in the narrations of popular culture and video games. Thus, critical analysis of the social resonances of video games on the Great Recession is a relevant exercise not only academically but also socially. To address
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Rhonnel S. Paculanan., Rejan L. Tadeo., Maricar T. Caliliw., Christina P. Atal., and Joy N. Sadol. "Cyberverse: A Game-Based Learning Application for Cyber Security." International Journal of Latest Technology in Engineering Management & Applied Science 13, no. 10 (2024): 1–6. http://dx.doi.org/10.51583/ijltemas.2024.131001.

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Abstract: Games are becoming more frequent in educational settings, and various technologies have been established to meet the needs of designing an education as a game. Aside from education, game-based learning is rising in popularity in various areas, including professional development and networking sites. By incorporating gaming components into the training process, educational platforms that use games will increase student engagement, motivation, and productivity. One of the most defining characteristics of game-based learning environments is their ability to produce innovative and engagi
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Gazis, Alexandros, and Eleftheria Katsiri. "Serious Games in Digital Gaming: A Comprehensive Review of Applications, Game Engines and Advancements." WSEAS TRANSACTIONS ON COMPUTER RESEARCH 11 (March 22, 2023): 10–22. http://dx.doi.org/10.37394/232018.2023.11.2.

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Serious games are defined as applied games that focus on the gamification of an experience (e.g., learning and training activities) and are not strictly for entertainment purposes. In recent years, serious games have become increasingly popular due to their ability to simultaneously educate and entertain users. In this review, we provide a comprehensive overview of the different types of digital games and expand on the serious games genre while focusing on its various applications. Furthermore, we present the most widely used game engines used in the game development industry and extend the Un
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Ciorbă, Constantin. "Basketball Elements in Physical Education Lessons for Primary School Students." ACROSS - A Comprehensive Review of Societal Studies 6/2022, no. 3 (2022): 16–20. https://doi.org/10.5281/zenodo.7852754.

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There are several ways to optimize the training process using various complexes of exercises, dynamic games and much more in physical education in school, including the primary level. At the same time, in recent years, sports games have become more and more popular, especially the game of basketball, which is quite attractive and dynamic, and quite popular among students. According to the physical education school curriculum, sports games, including basketball, are mainly taught in primary school. However, it is relevant to use different elements of sports games in the primary stage, in our ca
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Henderson, Lyn, Yoram Eshet-Alkalai, and Joel Klemes. "Digital Gaming: A Comparative International Study of Youth Culture in a Peaceful and War Zone Country." Eludamos: Journal for Computer Game Culture 2, no. 1 (2008): 73–103. http://dx.doi.org/10.7557/23.5973.

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This paper reports an exploratory survey in Australia and Israel of the leisure habits, attitudes and preferences of 716 teenagers aged 13-14 years who are part of the international digital games culture. The rationale was threefold: (a) this age group is not singled out in other surveys; (b) examination of gaming across five platforms would contribute new insights; and (c) the premise that a comparison between eGamers in a war zone and a peaceful country would produce striking contrasts. Virtually all participants played digital games for an average of 10-12 hours per week, the majority using
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Liang, Shano, Michelle V. Cormier, Phoebe O. Toups Dugas, and Rose Bohrer. "Analyzing Trans (Mis)Representation in Video Games to Remediate Gender Dysphoria Triggers." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 369–401. http://dx.doi.org/10.1145/3611034.

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Many trans people experience gender dysphoria -- distress caused by mismatches in internal and external experiences of gender. Video games engage intimately with the self, creating intense experiences involving identities, bodies, and social interaction. This combination of factors renders trans players vulnerable to gender dysphoria triggers: failures of interaction design that result in gender dysphoria. The present research undertakes a thematic analysis of four popular games, drawn from an initial corpus of 31. It contributes a definition of gender dysphoria triggers, case studies of trigg
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