Academic literature on the topic 'Simulation Video Games'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Simulation Video Games.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Journal articles on the topic "Simulation Video Games"
Jimenez, Nadia, Sonia San-Martin, Carmen Camarero, and Rebeca San Jose Cabezudo. "What kind of video gamer are you?" Journal of Consumer Marketing 36, no. 1 (2019): 218–27. http://dx.doi.org/10.1108/jcm-06-2017-2249.
Full textOrtiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
Full textDanilovic, Mirceta. "Possibilities and importance of using computer games and simulations in educational process." Zbornik Instituta za pedagoska istrazivanja, no. 35 (2003): 180–92. http://dx.doi.org/10.2298/zipi0335180d.
Full textSow, Jacob, Abdullah Obaieda, Harsha Raoa, and Tet Khuan Chena. "Simulation of Violence in Video Games and Its Ethics." Mass Communicator: International Journal of Communication Studies 10, no. 3 (2016): 4. http://dx.doi.org/10.5958/0973-967x.2016.00013.2.
Full textHofman-Kohlmeyer, Magdalena. "Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players." Central European Management Journal 29, no. 1 (2021): 61–87. http://dx.doi.org/10.7206/cemj.2658-0845.41.
Full textFernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.
Full textMaggiorini, Dario, Laura Anna Ripamonti, and Federico Sauro. "Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine." International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/485019.
Full textClyde, Jerremie, and Glenn Wilkinson. "The Siren Song of Digital Simulation." International Journal of Virtual and Personal Learning Environments 2, no. 2 (2011): 46–58. http://dx.doi.org/10.4018/jvple.2011040105.
Full textTorres, Carlos. "Simular problemas sociales con videojuegos. Algunas claves para el diseño de videojuegos críticos." kepes 12, no. 12 (2015): 193–226. http://dx.doi.org/10.17151/kepes.2015.12.12.10.
Full textDickmeis, Anne, and Keith Roe. "Genres matter: Video games as predictors of physical aggression among adolescents." Communications 44, no. 1 (2019): 105–29. http://dx.doi.org/10.1515/commun-2018-2011.
Full textDissertations / Theses on the topic "Simulation Video Games"
Craighead, Jeff David. "Improving ad-hoc team performance using video games." [Tampa, Fla] : University of South Florida, 2009. http://purl.fcla.edu/usf/dc/et/SFE0003000.
Full textWood, Kevin R. "Simulation Video Games as Learning Tools: An Examination of Instructor Guided Reflection on Cognitive Outcomes." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/msit_diss/77.
Full textTiitto, Markus. "THERAPEUTIC VIDEO GAMES AND THE SIMULATION OF EXECUTIVE FUNCTION DEFICITS IN ADHD." UKnowledge, 2019. https://uknowledge.uky.edu/pharmacy_etds/101.
Full textFernandez, Vara Clara. "The tribulations of adventure games integrating story into simulation through performance/." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31756.
Full textHallros, Per, and Niklas Pålsson. "SIMULATING A SYSTEM : Using video games as tools to promote self-directed learning." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447884.
Full textDymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.
Full textLewis, Joshua. "A COMMON COMPONENT-BASED SOFTWARE ARCHITECTURE FOR MILITARY AND COMMERCIAL PC-BASED VIRTUAL SIMULATION." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2301.
Full textLennartsson, Joel. "Data Oriented Interactive Water : An Interactive Water Simulation For PlayStation 3." Thesis, Linköpings universitet, Institutionen för systemteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78935.
Full textBranum, Craig E. "esc." ScholarWorks@UNO, 2015. http://scholarworks.uno.edu/td/1960.
Full textLemaitre, Juliette. "Vers une simplification de la conception de comportements stratégiques pour les opposants dans les jeux vidéo de stratégie." Thesis, Compiègne, 2017. http://www.theses.fr/2017COMP2343/document.
Full textBooks on the topic "Simulation Video Games"
1966-, Novak Jeannie, ed. Game development essentials: Game simulation development. Thomson / Delmar Learning, 2008.
Find full textInc, Nintendo of America, ed. Pups: The official Nintendogs companion. Nintendo of America, 2006.
Find full textCohen, Mark L. The Sims house party expansion pack: Prima's official strategy guide. Prima Games, 2001.
Find full textGee, James Paul. Women and gaming: The Sims and 21st century learning. Palgrave Macmillan, 2010.
Find full textGee, James Paul. Women and gaming: The Sims and 21st century learning. Palgrave Macmillan, 2009.
Find full textElisabeth, Hayes, ed. Women and gaming: The Sims and 21st century learning. Palgrave Macmillan, 2010.
Find full textBeal, Scott A. Training effectiveness evaluation of the Full Spectrum Command game. U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.
Find full textBook chapters on the topic "Simulation Video Games"
Ivanov, Martin, Helmut Wittenzellner, and Marcin Wardaszko. "Video Game Monetization Mechanisms in Triple A (AAA) Video Games." In Simulation Gaming Through Times and Disciplines. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9_33.
Full textGerber, Andreas, Markus Ulrich, and Patrick Wäger. "Review of Haptic and Computerized (Simulation) Games on Climate Change." In Simulation Gaming Through Times and Disciplines. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9_24.
Full textTan, Timothy Ter Ming, and Aik-Ling Tan. "360° Video for Immersive Learning Experiences in Science Education." In Virtual and Augmented Reality, Simulation and Serious Games for Education. Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-1361-6_13.
Full textNae, Andrei. "The verisimilar representation and simulation of masculinity in crisis in Silent Hill 2." In Immersion, Narrative, and Gender Crisis in Survival Horror Video Games. Routledge, 2021. http://dx.doi.org/10.4324/9781003019022-7.
Full textKonstantinos, Tsomis, Koukouris Georgios, Damianos P. Sakas, Nasiopoulos K. Dimitrios, and D. S. Vlachos. "Modeling and Simulation for the Development of Innovative Ideas for Video Games in Smartphones." In Strategic Innovative Marketing. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-56288-9_45.
Full textZhang, Xuemin, Bin Yang, and Yongna Li. "Impact of 3D/VR Action Video Games on Players’ Cognition, Problem Solving and Its Implications in Simulation Training." In Hybrid Learning. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14657-2_40.
Full textParong, Jocelyn, Claire Holman, Emma Cunningham, C. Shawn Green, and Daphne Bavelier. "Video Games and Higher Cognition." In Using Cognitive and Affective Metrics in Educational Simulations and Games. Routledge, 2021. http://dx.doi.org/10.4324/9780429282201-1.
Full textRen, Hua, and Xinyu Zhang. "Efficient Facial Reconstruction and Real-time Expression for VR Interaction Using RGB-D Videos." In Virtual and Augmented Reality, Simulation and Serious Games for Education. Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-1361-6_14.
Full textUeda, Yuki, and Junichi Hoshino. "Reorientation Method to Suppress Simulator Sickness in Home Video Game Using HMD." In Entertainment Computing – ICEC 2017. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-66715-7_42.
Full textAhern, Terence C., and Angela Dowling. "Games, Models, and Simulations in the Classroom." In Cases on Digital Game-Based Learning. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2848-9.ch019.
Full textConference papers on the topic "Simulation Video Games"
"Ethical Issues of Simulation Video Games." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.060.
Full textKnob, Paulo, Victor Flavio de Andrade Araujo, Rodolfo Migon Favaretto, and Soraia Raupp Musse. "Visualization of Interactions in Crowd Simulation and Video Sequences." In 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2018. http://dx.doi.org/10.1109/sbgames.2018.00037.
Full textJuliani, Arthur, Ahmed Khalifa, Vincent-Pierre Berges, et al. "Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/373.
Full textAkharas, Ismail, Michael P. Hennessey, and Eric J. Tornoe. "Simulation and Visualization of Dynamic Systems in Virtual Reality Using SolidWorks, MATLAB/Simulink, and Unity." In ASME 2020 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/imece2020-23485.
Full textScrapper, Christopher J., Frederick M. Proctor, and Stephen Balakirsky. "A Simulation Interface for Integrating Real-Time Vehicle Control With Game Engines." In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-34495.
Full textRungjiratananon, Witawat. "Physics simulation R&D at Square Enix." In SIGGRAPH ASIA 2015 R&D in the Video Game Industry. ACM Press, 2015. http://dx.doi.org/10.1145/2818419.2818426.
Full textBlanco, Silvia, Berta Carrión, and José Luis Lerma. "REVIEW OF AUGMENTED REALITY AND VIRTUAL REALITY TECHNIQUES IN ROCK ART." In ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/arqueologica8.2016.3561.
Full textFaust, Josh, Cheryl Simon, and William Smart. "A Video Game-Based Mobile Robot Simulation Environment." In 2006 IEEE/RSJ International Conference on Intelligent Robots and Systems. IEEE, 2006. http://dx.doi.org/10.1109/iros.2006.281757.
Full textWeinel, Jonathan, and Stuart Cunningham. "Simulating Auditory Hallucinations in a Video Game." In AM '17: Audio Mostly 2017. ACM, 2017. http://dx.doi.org/10.1145/3123514.3123532.
Full textWasfy, Tamer M., Hatem M. Wasfy, and Jeanne M. Peters. "On-Line University Physics Course Using Intelligent Virtual-Tutors, Virtual-Reality and Advanced Multimedia." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-86755.
Full text