Academic literature on the topic 'Text game'
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Journal articles on the topic "Text game"
Mendonça, Carlos Magno Camargos, and Filipe Alves de Freitas. "Game as text as game: the communicative experience of digital games." Comunicação e Sociedade 27 (June 29, 2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.
Full textEthier, S. N., and Jiyeon Lee. "Parrondo Games with Two-Dimensional Spatial Dependence." Fluctuation and Noise Letters 16, no. 01 (February 2017): 1750005. http://dx.doi.org/10.1142/s0219477517500055.
Full textSandomirskaia, Marina. "Repeated Bidding Games with Incomplete Information and Bounded Values: On the Exponential Speed of Convergence." International Game Theory Review 19, no. 01 (March 2017): 1650017. http://dx.doi.org/10.1142/s0219198916500171.
Full textLI, MIN, YONG-SHENG ZHANG, and GUANG-CAN GUO. "QUANTUM PARRONDO'S GAMES CONSTRUCTED BY QUANTUM RANDOM WALKS." Fluctuation and Noise Letters 12, no. 04 (December 2013): 1350024. http://dx.doi.org/10.1142/s0219477513500247.
Full textWajid, Abdul, Nasir Kamal, Muhammad Sharjeel, Raaez Muhammad Sheikh, Huzaifah Bin Wasim, Muhammad Hashir Ali, Wajahat Hussain, Syed Taha Ali, and Latif Anjum. "A First Look at Private Communications in Video Games using Visual Features." Proceedings on Privacy Enhancing Technologies 2021, no. 3 (April 27, 2021): 433–52. http://dx.doi.org/10.2478/popets-2021-0055.
Full textBranavan, S. R. K., D. Silver, and R. Barzilay. "Learning to Win by Reading Manuals in a Monte-Carlo Framework." Journal of Artificial Intelligence Research 43 (April 30, 2012): 661–704. http://dx.doi.org/10.1613/jair.3484.
Full textBooth, Paul. "Board, game, and media." Convergence: The International Journal of Research into New Media Technologies 22, no. 6 (July 8, 2016): 647–60. http://dx.doi.org/10.1177/1354856514561828.
Full textSari, Nofrika, and Hayatin Nufus. "The Effect of Using Cooking Academy Game towards Students’ Writing Ability." Al-Ta lim Journal 23, no. 3 (November 25, 2016): 191–200. http://dx.doi.org/10.15548/jt.v23i3.234.
Full textOvanes, Petrosian. "Looking Forward Approach in Cooperative Differential Games." International Game Theory Review 18, no. 02 (June 2016): 1640007. http://dx.doi.org/10.1142/s0219198916400077.
Full textFan, Angela, Jack Urbanek, Pratik Ringshia, Emily Dinan, Emma Qian, Siddharth Karamcheti, Shrimai Prabhumoye, et al. "Generating Interactive Worlds with Text." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 02 (April 3, 2020): 1693–700. http://dx.doi.org/10.1609/aaai.v34i02.5532.
Full textDissertations / Theses on the topic "Text game"
Jacobi, Gabriel. "Interacting with Words: Development of a text-based game on language." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24015.
Full textMukherjee, Souvik. "The zone of "becoming" : game, text and technicity in videogame narratives." Thesis, Nottingham Trent University, 2008. http://irep.ntu.ac.uk/id/eprint/152/.
Full textNordlander, Emil. "The different emotional effects of voice and text communication in a game environment." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17225.
Full textMcGarry, Theresa, and A. Blumenstock. "Vocabulary Concept Card Game: Reviewing Vocabulary With Applied Concepts." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etsu-works/6150.
Full textJoar, Hedvall, and Claesson Charlie. "Character description by the use of level design and game mechanics : A study on how to convey a character based narrative within a game." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-260644.
Full textDenna studie är en utredning av möjligheterna att skapa spelnivåer som förmedlar en karaktär och dess personliga berättelse med användning av tre level design metoder. De använda metoderna är: användning av mindre objekt och detaljer, användning av spelarens personliga referenser och minnen samt att ha ett tydligt mål för spelaren. Resultaten samlas in genom kvalitativa intervjuer med deltagarna i studien och analysera hur deltagarna tolkar berättelsen i spelets nivåer som var designade med hjälp av dessa tre level design metoder. Denna studie använder spelet Project Rewind för testerna, detta spel var delvis utvecklat för denna studiens ändamål. Test resultaten visar att spelaren tog upp mer information genom kluster av mindre visuella föremål, och memorerade interaktiva objekt mycket bättre än de stillastående objekten. De använde också sina egna personliga och kulturella referenser, minnen och stereotyper när de analyserade objekten i nivåerna för att skapa en bild av karaktären presenteras för dem. Baserat på de resultat som vi fått från undersökningen fann vi att det är viktigt att ha ett tydligt demografiskt mål, vilket är viktigt när man utformar en berättelse i en spel nivå som ska vara lätt att förstå. Detta är på grund av varje spelare har sina egna personliga referenser, vissa saker kan uppfattas på olika sätt beroende på vad för referenser man har. Test resultaten visar också att de tre level design metoderna som nämndes tidigare kan till en viss grad bli använda för att förmedla ett narrativ när man använder dem för att designa en nivå.
Romero, Margaurete. "Comparing Game Simulation to Concept Models for Student-Centered Learning in Biology." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6577.
Full textJanssen, Michael. "Balansering av ett rundbaserat strategispelsystem : En reflekterande text rörande arbetet att skapa ett verktyg för balansering av precautionstridsystemet i spelet Dreamlords – The Reawakening." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1114.
Full textFöljandet arbete är en reflekterande text som handlar om hur jag skapade ett verktyg för att balansera det rundbaserade precautionstridsystemet av spelet Dreamlords – The Reawakening.
I början förklaras mitt syfte och mål med arbetet som följs av en frågeställning kopplat till det. Jag kommer även att beskriva olika teorier som jag tittade närmare på angående spelbalansering. För att inleda läsaren till spelet Dreamlords ska jag även förklara den generella spelprincipen av hela spelet. Därefter tar jag upp min arbetsprocess som handlar om hur jag strukturerade upp mitt arbete. I denna text ska jag även förklara hur precautionstridsystemet fungerar med alla matematiska beräkningar för att sedan beskriva mitt verk som praktiskt resultat av arbetet. I slutet av rapporten inleder jag med en diskussion där mitt arbete sammanfattas och problem behandlas som uppstått vid arbetets gång. Texten beskriver i sin helhet hur man kan gå tillväga för att balansera ett spelsystem såsom Dreamlords precautionstridsystem. Som resultat av mitt arbete kan betraktas mitt balanseringsverktyg och denna reflekterande text som förhoppningsvis kommer att inspirera läsaren och flera andra personer som är intresserad av att balansera dataspel.
Törnvall, Holm Charlotta. ""Det är lättare att vara någon på nätet än att vara någon på riktigt” : Gymnasieelevers medieerfarenheter i mötet med svenskämnet." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-21590.
Full textThis essay review the ways Swedish in upper secondary school carry out the tasks in the curriculum. The students ought to read other texts than fictional and the content are to be in relation to the students own interests and experiences. The texts should be a source of self-perception and challenge the students to think in new ways. That is why it became important to investigate if/how different texts affect young peoples searching for themselves within Swedish. At the same time research show that school is not taking care of the students prior encounters with media. The aim with this review is to examine nine students encounters with media and the ways they want the school to recognize these: In what ways do youth use media to express and explore their identity? What is the students opinion about the interest the Swedish take in their experiences in media? The issue of the survey shows that Swedish unfrequently use texts from different platforms of media. The students in the survey however have great knowledge about and experience from other texts than fictional - on-line games, blogs and other social media – acquired in their leisure time. In these rooms they explore their identity. The issue shows that school unfrequently let the students use their interests in instructions.
Diaz, Leanna Marie. "Usage of Emotes and Emoticons in a Massively Multiplayer Online Role-Playing Game." University of Toledo / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1533228651012048.
Full textDahl, Karipidis Tim Oscar. ""Cibo" - A serious game raising awareness for the effect that different food has on the environment." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20094.
Full textBooks on the topic "Text game"
Heap, Shaun Hargreaves. Game theory: A critical text. 2nd ed. New York: Routledge, 2004.
Find full textBinmore, K. G. Playing for real: A text on game theory. New York: Oxford University Press, 2012.
Find full textMichael, McIntosh, ed. The wildfowl art of David Maass ; text by Michael McIntosh. Houston, TX: Gulf Publishing Company, 1990.
Find full textBook chapters on the topic "Text game"
Sutherland, Bruce. "Text Adventure." In C++ Game Development Primer, 69–74. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4842-0814-4_6.
Full textSnow, Kevin. "Uncanny Text." In Procedural Storytelling in Game Design, 103–11. Second edition. | Boca Raton : Taylor & Francis, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429488337-11.
Full textBlackman, Sue. "Message Text." In Beginning 3D Game Development with Unity, 453–504. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3423-4_10.
Full textBlackman, Sue. "Message Text." In Beginning 3D Game Development with Unity 4:, 451–81. Berkeley, CA: Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-4900-9_12.
Full textStemkoski, Lee. "Text and User Interfaces." In Java Game Development with LibGDX, 99–142. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3324-5_5.
Full textSutherland, Bruce. "Using the STL in Text Adventure." In Learn C++ for Game Development, 185–98. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6458-3_19.
Full textRudchenko, Dmitry, Tim Paek, and Eric Badger. "Text Text Revolution: A Game That Improves Text Entry on Mobile Touchscreen Keyboards." In Lecture Notes in Computer Science, 206–13. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21726-5_13.
Full textNevěřilová, Zuzana. "Annotation Game for Textual Entailment Evaluation." In Computational Linguistics and Intelligent Text Processing, 340–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54906-9_28.
Full textPackham, Sean, and Hussein Suleman. "Crowdsourcing a Text Corpus is not a Game." In Digital Libraries: Providing Quality Information, 225–34. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-27974-9_23.
Full textXu, Chong-wei. "OO Programming Principle: A Game In-Text GuessInt." In Learning Java with Games, 39–58. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-72886-5_3.
Full textConference papers on the topic "Text game"
Yin, Xusen, and Jonathan May. "Comprehensible Context-driven Text Game Playing." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8847954.
Full textSarinho, Victor, Gabriel Azevedo, and Filipe Boaventura. "Providing an IM Cross-Platform Game Engine for Text-Messaging Games." In 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2018. http://dx.doi.org/10.1109/sbgames.2018.00033.
Full textMadge, Christopher, Richard Bartle, Jon Chamberlain, Udo Kruschwitz, and Massimo Poesio. "Incremental Game Mechanics Applied to Text Annotation." In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3311350.3347184.
Full textMadotto, Andrea, Mahdi Namazifar, Joost Huizinga, Piero Molino, Adrien Ecoffet, Huaixiu Zheng, Alexandros Papangelis, Dian Yu, Chandra Khatri, and Gokhan Tur. "Exploration Based Language Learning for Text-Based Games." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/207.
Full textYang, Hsin-Chang, Cathy S. Lin, Zi-Rui Huang, and Tsung-Hsing Tsai. "Text Mining on Player Personality for Game Recommendation." In the 4th Multidisciplinary International Social Networks Conference. New York, New York, USA: ACM Press, 2017. http://dx.doi.org/10.1145/3092090.3092132.
Full textWilson, Andrew D., and Maneesh Agrawala. "Text entry using a dual joystick game controller." In the SIGCHI conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1124772.1124844.
Full textBorgholt, Lasse, Peter Simonsen, and Dirk Hovy. "The Rating Game: Sentiment Rating Reproducibility from Text." In Proceedings of the 2015 Conference on Empirical Methods in Natural Language Processing. Stroudsburg, PA, USA: Association for Computational Linguistics, 2015. http://dx.doi.org/10.18653/v1/d15-1301.
Full textMadge, Chris, Richard Bartle, Jon Chamberlain, Udo Kruschwitz, and Massimo Poesio. "Making text annotation fun with a clicker game." In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3337722.3341869.
Full textXi, Yadong, Xiaoxi Mao, Le Li, Lei Lin, Yanjiang Chen, Shuhan Yang, Xuhan Chen, et al. "KuiLeiXi: a Chinese Open-Ended Text Adventure Game." In Proceedings of the 59th Annual Meeting of the Association for Computational Linguistics and the 11th International Joint Conference on Natural Language Processing: System Demonstrations. Stroudsburg, PA, USA: Association for Computational Linguistics, 2021. http://dx.doi.org/10.18653/v1/2021.acl-demo.21.
Full textFeng, Xiaohan, and Makoto Murakami. "The Combination of Narrative News and VR Games: Comparison of Various Forms of News Games." In 3rd International Conference on Machine Learning & Applications (CMLA 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.111516.
Full textReports on the topic "Text game"
Бережна, Маргарита Василівна. Translator’s Gender in the Target Text. Publishing House “Baltija Publishing”, 2020. http://dx.doi.org/10.31812/123456789/4140.
Full textYatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.
Full textRoschelle, Jeremy, Britte Haugan Cheng, Nicola Hodkowski, Julie Neisler, and Lina Haldar. Evaluation of an Online Tutoring Program in Elementary Mathematics. Digital Promise, April 2020. http://dx.doi.org/10.51388/20.500.12265/94.
Full textPaller, M. H., and J. A. Bowers. Environmental assessment of par pond sluice gate test. Revision 0. Office of Scientific and Technical Information (OSTI), December 1996. http://dx.doi.org/10.2172/150925.
Full textAruguete, Natalia, Ernesto Calvo, Carlos Scartascini, and Tiago Ventura. Trustful Voters, Trustworthy Politicians: A Survey Experiment on the Influence of Social Media in Politics. Inter-American Development Bank, July 2021. http://dx.doi.org/10.18235/0003389.
Full textRay, Jason, and Clayton Thurmer. 2020 guided wave inspection of California Department of Water Resources tainter gate post-tensioned trunnion anchor rods : Oroville Dam. Engineer Research and Development Center (U.S.), March 2022. http://dx.doi.org/10.21079/11681/43762.
Full textDeWall, K., and R. Steel. BWR reactor water cleanup system flexible wedge gate isolation valve qualification and high energy flow interruption test. Office of Scientific and Technical Information (OSTI), October 1989. http://dx.doi.org/10.2172/5387214.
Full textDeWall, K., and R. Steele. BWR reactor water cleanup system flexible wedge gate isolation valve qualification and high energy flow interruption test. Office of Scientific and Technical Information (OSTI), October 1989. http://dx.doi.org/10.2172/5387192.
Full textParker, Danny S., and John R. Sherwin. Evaluation of the NightCool Nocturnal Radiation Cooling Concept: Annual Performance Assessment in Scale Test Buildings Stage Gate 1B. Office of Scientific and Technical Information (OSTI), March 2008. http://dx.doi.org/10.2172/1219078.
Full textDeJaeghere, Joan, Vu Dao, Bich-Hang Duong, and Phuong Luong. Inequalities in Learning in Vietnam: Teachers’ Beliefs About and Classroom Practices for Ethnic Minorities. Research on Improving Systems of Education (RISE), February 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/061.
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