Academic literature on the topic 'Strategy – Computer games'
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Journal articles on the topic "Strategy – Computer games"
Caldwell, Nicholas. "Theoretical Frameworks for Analysing Turn-Based Computer Strategy Games." Media International Australia 110, no. 1 (2004): 42–51. http://dx.doi.org/10.1177/1329878x0411000107.
Full textXiong, Shuo, and Hiroyuki Iida. "Attractiveness of real time strategy games." Computer Science and Information Systems 12, no. 4 (2015): 1217–34. http://dx.doi.org/10.2298/csis141101054x.
Full textGodfrey, Rachel, and Margaret Waddingham. "Computer strategy games in the Key Stage 2 History." Education 3-13 41, no. 1 (2013): 39–46. http://dx.doi.org/10.1080/03004279.2012.710098.
Full textMARKOVA, Z. A. "ANALYSIS OF THE STRUCTURE OF COMPUTER GAMES MARKET IN RUSSIA." Business Strategies, no. 6 (June 6, 2019): 10–13. http://dx.doi.org/10.17747/2311-7184-2019-6-10-13.
Full textChernikova, Angelina, and Murilo Branco. "Product placement in computer/video games: an analysis of the impact on customers purchasing decision." Innovative Marketing 15, no. 3 (2019): 60–70. http://dx.doi.org/10.21511/im.15(3).2019.05.
Full textLiao, Gen-Yih, Thi Tuan Linh Pham, Tzu-Ling Huang, T. C. E. Cheng, and Ching-I. Teng. "Impact of workplace frustration on online gamer loyalty." Industrial Management & Data Systems 121, no. 5 (2021): 1008–25. http://dx.doi.org/10.1108/imds-08-2020-0504.
Full textSandvik, Kjetil. "Evaluation of Quality in Computer Games." Nordicom Review 27, no. 2 (2006): 267–82. http://dx.doi.org/10.1515/nor-2017-0242.
Full textEgenfeldt‐Nielsen, Simon. "Practical barriers in using educational computer games." On the Horizon 12, no. 1 (2004): 18–21. http://dx.doi.org/10.1108/10748120410540454.
Full textVesa, Mikko, Juho Hamari, J. Tuomas Harviainen, and Harald Warmelink. "Computer Games and Organization Studies." Organization Studies 38, no. 2 (2016): 273–84. http://dx.doi.org/10.1177/0170840616663242.
Full textDemirok, Mukaddes, Fezile Ozdamli, Cigdem Hursen, Zehra Ozcinar, Muge Kutguner, and Huseyin Uzunboylu. "The Relationship of Computer Games and Reported Anger in Young People." Australian Journal of Guidance and Counselling 22, no. 1 (2012): 33–43. http://dx.doi.org/10.1017/jgc.2012.4.
Full textDissertations / Theses on the topic "Strategy – Computer games"
Towle, Bradford Allen. "Combining role playing game constructs toward real time strategy games." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447598.
Full textMiles, Christopher Eoin. "Case-injected genetic algorithms in computer strategy games." abstract and full text PDF (free order & download UNR users only), 2006. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1433686.
Full textCaldwell, Nicholas Peter. "How civilized! : discourses in modernity and postmodernity in the computer strategy game /." St. Lucia, Qld, 2001. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe16691.pdf.
Full textDahlbom, Anders. "An adaptive AI for real-time strategy games." Thesis, University of Skövde, School of Humanities and Informatics, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-908.
Full textNaveed, Munir Hussain. "Automated planning for pathfinding in real-time strategy games." Thesis, University of Huddersfield, 2012. http://eprints.hud.ac.uk/id/eprint/14057/.
Full textGreenberg, Benjamin S. "Humanization of computational learning in strategy games." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106018.
Full textMiles, Christopher E. "Co-evolving real times strategy game players." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3274501.
Full textGustav, During. "Evaluating game experience when using augment reality : In real time strategy games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10938.
Full textNilsen, Trond. "Guidelines for the Design of Augmented Reality Strategy Games." Thesis, University of Canterbury. Computer Science and Software Engineering, 2006. http://hdl.handle.net/10092/1109.
Full textLiu, Siming. "Evolving effective micro behaviors for real-time strategy games." Thesis, University of Nevada, Reno, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3707862.
Full textBooks on the topic "Strategy – Computer games"
Rymaszewski, Michael. Prima's computer strategy games bible: Unauthorized. Prima Pub., 1996.
Find full textInc, Pearson Education, ed. Grand theft auto: Official strategy guides. BradyGames, 2004.
Find full textGreg, Sepelak, ed. Grandia III: BradyGames official strategy guide. BradyGames, 2005.
Find full textBook chapters on the topic "Strategy – Computer games"
Tamplin, J. A., and G. McC Haworth. "Chess Endgames: Data and Strategy." In Advances in Computer Games. Springer US, 2004. http://dx.doi.org/10.1007/978-0-387-35706-5_6.
Full textFearnley, John. "Efficient Parallel Strategy Improvement for Parity Games." In Computer Aided Verification. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-63390-9_8.
Full textBaier, Christel, Norine Coenen, Bernd Finkbeiner, Florian Funke, Simon Jantsch, and Julian Siber. "Causality-Based Game Solving." In Computer Aided Verification. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81685-8_42.
Full textVöge, Jens, and Marcin Jurdziński. "A Discrete Strategy Improvement Algorithm for Solving Parity Games." In Computer Aided Verification. Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/10722167_18.
Full textDaskalakis, Constantinos. "An Efficient PTAS for Two-Strategy Anonymous Games." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-92185-1_26.
Full textTripathi, Rahul, Elena Valkanova, and V. S. Anil Kumar. "On Strategy Improvement Algorithms for Simple Stochastic Games." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13073-1_22.
Full textWiemer, Serjoscha. "Interface Analysis: Notes on the “Scopic Regime” of Strategic Action in Real-Time Strategy Games." In Computer Games and New Media Cultures. Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_5.
Full textOntañón, Santiago, and Ashwin Ram. "Case-Based Reasoning and User-Generated Artificial Intelligence for Real-Time Strategy Games." In Artificial Intelligence for Computer Games. Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-8188-2_5.
Full textZvesper, Jonathan A., and Krzysztof R. Apt. "Proof-Theoretic Analysis of Rationality for Strategic Games with Arbitrary Strategy Sets." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14977-1_15.
Full textMidtgaard, Martin, Lars Vinther, Jeppe R. Christiansen, Allan M. Christensen, and Yifeng Zeng. "Time-Based Reward Shaping in Real-Time Strategy Games." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15420-1_10.
Full textConference papers on the topic "Strategy – Computer games"
Zavaleta, J., M. Costa, M. T. Gouvea, and C. Lima. "Computer games as a teaching strategy." In Fifth IEEE International Conference on Advanced Learning Technologies (ICALT'05). IEEE, 2005. http://dx.doi.org/10.1109/icalt.2005.88.
Full textGarcia, Dan, Ivona Bezakova, Adam Blank, and Neal Terrell. "Teaching Computer Science with Abstract Strategy Games." In SIGCSE '21: The 52nd ACM Technical Symposium on Computer Science Education. ACM, 2021. http://dx.doi.org/10.1145/3408877.3432572.
Full textWalton-Rivers, Joseph, Piers R. Williams, and Richard Bartle. "Hexboard: A generic game framework for turn-based strategy games." In 2018 10th Computer Science and Electronic Engineering (CEEC). IEEE, 2018. http://dx.doi.org/10.1109/ceec.2018.8674187.
Full textMacret, Matthieu, Alissa N. Antle, and Philippe Pasquier. "Can a paper-based sketching interface improve the gamer experience in strategy computer games?" In 2012 4th International Conference on Intelligent Human Computer Interaction (IHCI). IEEE, 2012. http://dx.doi.org/10.1109/ihci.2012.6481817.
Full textLaskowski, Sylwester. "Criteria of Choosing Strategy in Games Against Nature." In EUROCON 2007 - The International Conference on "Computer as a Tool". IEEE, 2007. http://dx.doi.org/10.1109/eurcon.2007.4400384.
Full textFarouk, Ghada M., Ibrahim F. Moawad, and Mostafa Aref. "Generic opponent modelling approach for real time strategy games." In 2013 8th International Conference on Computer Engineering & Systems (ICCES). IEEE, 2013. http://dx.doi.org/10.1109/icces.2013.6707164.
Full textde Kereki, Ines Friss, and Alejandro Adorjan. "Serious games: Using abstract strategy games in computer science 2: An experience report and lessons learned." In 2018 IEEE Global Engineering Education Conference (EDUCON). IEEE, 2018. http://dx.doi.org/10.1109/educon.2018.8363224.
Full textDecraene, James, Malcolm Yoke Hean Low, and Philip Hingston. "Evolving Tactical Plans for Strategy Games using Automated Red Teaming." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2011. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat11-19.
Full textBonner, James, and Clinton J. Woodward. "On domain-specific decision support systems for e-sports strategy games." In the 24th Australian Computer-Human Interaction Conference. ACM Press, 2012. http://dx.doi.org/10.1145/2414536.2414544.
Full textPotisartra, Kittisak, and Vishnu Kotrajaras. "Towards an Evenly Match Opponent AI in Turn-based Strategy Games." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2009. http://dx.doi.org/10.5176/978-981-08-3190-5_290.
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