Academic literature on the topic 'Video game'

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Journal articles on the topic "Video game"

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Ponomareva, Ekaterina. "Video game as a research tool. Video games expert assessments." Психология и Психотехника, no. 1 (January 2024): 179–95. http://dx.doi.org/10.7256/2454-0722.2024.1.70080.

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The contradictive results presence and the simplified vision of the research object are considered as an actual problem for psychological studies exploring video games use specificity. According to the author’s viewpoint, the psychological aspect of the activity realized in video games tends to be missed. This is true additionally for the ludic nature of the mentioned activity that imposes specificity on the gameplay and the user’s perception of it. The aim of the article is to describe the possible criteria elaboration algorithm to search a video game allowing effective gameplay observation, and to select subsequently the suitable for these criteria platform. Attention is paid to play activity specificity. This means the necessity to consider the individual peculiarities of gameplay realization as play activity outer side and to take into account the video games structure specifics in the framework of gameplay observation. The description of a possible algorithm of the video game selection criteria elaboration is presented. The criteria are implied to allow the performance of the effective gameplay observation. The article describes the study with expert assessment method use. It was participated by the game design specialists (total final number is 15 respondents). The criteria for a video game selection suitable for the purpose of the research achievement were determined. The computer game «Minecraft» was selected. It is supposed to be used as a platform for observation of the future research participants' gameplay realization. The features of the computer game «Minecraft» will allow the game space flexible configuration to observe the respondents effectively and to correspond the received data with respondents' play activity specifics. The results obtained in the future will be useful for the video game expertise methodics development and for effective psychodiagnostic, psychocorrective and developmental programs elaboration as well as useful for the deviant behaviour prevention.
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Bean, Anthony M., Rune K. L. Nielsen, Antonius J. van Rooij, and Christopher J. Ferguson. "Video game addiction: The push to pathologize video games." Professional Psychology: Research and Practice 48, no. 5 (October 2017): 378–89. http://dx.doi.org/10.1037/pro0000150.

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Fassone, Ricardo. "This is video game play: video games, authority and metacommunication." Comunicação e Sociedade 27 (June 29, 2015): 37–52. http://dx.doi.org/10.17231/comsoc.27(2015).2088.

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Gregory Bateson claims that all play acts should be primarily understood as meta-com­municative. In other words, playing a game implies being able to transmit and receive the meta-message ‘this is play’, which establishes a psychological frame among the players. I will propose a radical reading of Bateson’s theory in the context of video games; specifically, I will attempt at analysing the characteristics, specificities and implications of the message ‘this is video game play’. I will contend that the specific language through which video games convey this message is that of their rules, the inescapable limitations posed by their computational and digital nature. In other words, playing a video game is always, at least to a degree, playing a game of meta-communication with, against and around a video game’s hard-coded rules. Finally, I will propose a close reading of the game Papers, Please and contend that Pope’s work engages in a significant reading of the inherent reflexivity of video games, deliberately portraying their authoritative na­ture and communicative potential.
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Malamud, Randy. "Game: Animals, Video Games, and Humanity." Journal of Animal Ethics 13, no. 2 (October 1, 2023): 223–26. http://dx.doi.org/10.5406/21601267.13.2.20.

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Liang, Xinyun. "Communication Characteristics and Development Path of Online Game Video." Art and Society 2, no. 1 (February 2023): 57–60. http://dx.doi.org/10.56397/as.2023.02.09.

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Since the development of We-media platform, game video has always been an important component field after vertical subdivision of platform content, and the popularity of game video results from the support of video games themselves. Video games provide participants with wonderful experiences that can’t be obtained in reality. In this paper, the characteristics of game communication and the development path of game videos were discussed. In the future development, how can game video creators still utilize the advantages of game subjects and We-media platforms to give full play to their professional knowledge and innovative consciousness, so as to achieve rapid development?
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Mathews, Christine L., Holly E. R. Morrell, and Jon E. Molle. "Video game addiction, ADHD symptomatology, and video game reinforcement." American Journal of Drug and Alcohol Abuse 45, no. 1 (June 6, 2018): 67–76. http://dx.doi.org/10.1080/00952990.2018.1472269.

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Wibowo, Tony, Sakilah Dwi Cahyani, Ivan Hendardi, and Farhan Alwie Rasyidhy. "GAMED dan GDLC : PEMBUATAN VIDEO GAME UNTUK EDUKASI MORAL." IJIS - Indonesian Journal On Information System 9, no. 1 (April 4, 2024): 1. http://dx.doi.org/10.36549/ijis.v9i1.299.

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Penelitian ini membahas pengembangan video game edukasi moral dalam konteks pendidikan di Indonesia, menggunakan metode pengembangan Game Life Cycle Framework (GDLC) dan Metodologi Pengembangan Game Pendidikan Digital (GAMED). Fokusnya adalah menggabungkan teori moral abad ke-21 dengan permainan, melibatkan pemain dalam pemikiran kritis dan pengambilan keputusan moral. Melalui tahapan inisiasi, pra-produksi, produksi, uji, beta, hingga perilisan, game ini, menggunakan RPG Maker MZ, menyampaikan pesan moral melalui simulasi skenario interaktif. Hasilnya adalah video game edukasi moral yang berpotensi menjadi alat yang efektif dalam meningkatkan pemahaman dan perilaku etis siswa, mengintegrasikan teknologi dan pendidikan untuk memfasilitasi pembelajaran nilai-nilai moral yang esensial.Kata Kunci: Video Game, GDLC, GAMED, Edukasi Moral
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Funk, Jeanne B., and Debra D. Buchman. "Video Game Controversies." Pediatric Annals 24, no. 2 (February 1, 1995): 91–94. http://dx.doi.org/10.3928/0090-4481-19950201-08.

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Harding, Gfa, Cd Ferrie, Ro Robinson, S. Giannakodimos, and Cp Panayiotopoulos. "Video-game epilepsy." Lancet 344, no. 8938 (December 1994): 1710–11. http://dx.doi.org/10.1016/s0140-6736(94)90496-0.

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Kasteleijn-Nolst Trenité, D. G. A. "Video-game epilepsy." Lancet 344, no. 8930 (October 1994): 1102–3. http://dx.doi.org/10.1016/s0140-6736(94)90625-4.

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Dissertations / Theses on the topic "Video game"

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Jensen, Remy. "Video Games: Game AI." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11994.

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The goals of this project was to learn the industry standards of what good and challenging game AI was. The author reviewed literature on the topic and had personal correspondence where the research questions was answered by professionals within the field. The availability of open literature and the openness of the professionals really helped with understanding the industry standards to game AI.Using the information from the research a prototype system adhering to the industry standard was made with the intention of expanding it into an experimental prototype using unorthodox techniques to achieve the appearance of intelligence. By practical application of the methods learned it became apparent certain theoretical ideas was not optimally compatible with the provided framework. And a redesign of the conflicting module was nescecary.The system implemented performed well within the industry standards. But no experimental prototyping of unorthodox methods could be made with the system due to lack of time to implement such features. A couple of optimality tweaks been discovered since the end of the implementation phase of the project and the author will keep theese in mind when continuing work on the system in the future.
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Willoughby, A. "Video Game Theatre." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/2424.

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Video games are becoming the fastest growing and most lucrative form of entertainment across the globe. The goal of this project was to take gaming to the next level; to the theatre. I have devised an original piece of theatre using the CIC’s of video gaming: Creativity, Interaction, and Community and put on a production from members of the VCU community. Aside from the project, I have detailed why video games are growing in popularity at an alarming rate and why they belong in the category of ‘Art.’ With new technology and new stories being told, the gaming industry is now an entertainment force to be counted. The project was exposed to the VCU community involving gamers from many different areas of study through theatre as our medium allowing us to convey our thoughts, emotions, and message to an audience. This experimental project is an exploration into bridging the world of gaming into the laps of an awaiting audience.
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Khoshdani, Pedram. "Watermarking Video Game Textures." Thesis, Blekinge Tekniska Högskola, Sektionen för ingenjörsvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4751.

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How amazing would it be to prevent illegal copies of computer games? Game developers work with the hope that they can make good profit out of their games, but when they know that they would not sell much they will be so disappointed and that is because once a few original copies of their games are released, soon or late, there will be illegal copies available in the market. Working on how to distinguish between a legal copy and an illegal copy is the general topic of this thesis.
In a game there are many images and textures used for graphical purposes. One of the most recent texture file extensions used in modern games to store Microsoft DirectDraw Surface which is the basic image unit in Microsoft DirectX graphics is DirectDraw Surface or DDS in short. In this thesis, it was attempted to embed as many bits (watermark/ message) as possible and retrieve the bits after embedding to mark the file in a distinguishable way. The result has been very promising under different circumstances.
+46723136160
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Laveborn, Joel. "Video Game Vocabulary : The effect of video games on Swedish learners‟ word comprehension." Thesis, Karlstad University, Karlstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5487.

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Video games are very popular among children in the Western world. This study was done in order to investigate if video games had an effect on 49 Swedish students‟ comprehension of English words (grades 7-8). The investigation was based on questionnaire and word test data. The questionnaire aimed to measure with which frequency students were playing video games, and the word test aimed to measure their word comprehension in general. In addition, data from the word test were used to investigate how students explained the words. Depending on their explanations, students were categorized as either using a “video game approach” or a “dictionary approach” in their explanations.

The results showed a gender difference, both with regard to the frequency of playing and what types of games that were played. Playing video games seemed to increase the students‟ comprehension of English words, though there was no clear connection between the frequency with which students were playing video games and the choice of a dictionary or video game approach as an explanation.

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Gursoy, Ayse. "Game worlds : a study of video game criticism." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/83834.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 95-102).
This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video game criticism, I argue that the public negotiation of meaning and value codifies a new medium as it emerges. In the case of digital games in particular, contemporary critics approach the question of "what is a game" rhetorically, rarely addressing it outright but allowing metatextual considerations to influence their readings. I trace the sites of criticism, moving from newspapers and weekly periodicals in the case of film, to blogs and web publications in the case of digital games, and explore how the shifting reception of each form took hold in the different media available. I focus especially on the state of public video game criticism today, locating the persuasive strengths in the ability for quick communication between writers, as well as the easy dissemination of digital games. I ground my analysis in the game criticism produced in response to Dear Esther (2011) and League of Legends (2009) that visibly struggled with ideas of narrative, game, and interactivity.
by Ayse Gursoy.
S.M.
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Tapani, J. (Juho). "Game usability in North American video game industry." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201611113008.

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Competition is so fierce in the video game industry that the companies need to find different angles to make their games stand out from the crowd. Game usability provides one such angle which can result in a better overall user experience. The goals of this research were to find out what usability methods are used in North American video game companies, how the companies define the term “game usability”, and are they utilizing heuristic evaluation. The data was gathered by collecting survey answers from 59 North American video game companies. The results indicated that usability is very important to the companies. Playtesting and observation were the most used evaluation methods, but the methods and the way they are used have not yet stabilized in most companies. The respondents emphasized the importance of intuition and the lack of frustration in their game usability definitions. The companies that utilize heuristic evaluation use their own heuristic lists to suit specific games.
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Law, Y. Y. "The travelling gamer : an ethnography of video game events." Thesis, University of Salford, 2016. http://usir.salford.ac.uk/40411/.

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This thesis is an ethnography of video gamers and video game events. It considers the social and cultural practices of video gamers away from the video game screen, and in particular focuses on those who participate in, and attend, various video game related events. Previous studies on video games have often focused on the isolation of video gamers (in small groups) or the textual analysis of video games themselves. However, these focuses have often been too closely aligned with a very narrow understanding of (direct) play, which often ignore the social aspect of video gaming away from the video game screen. Using an ethnographic approach, consisting of questionnaires, interviews, group interviews, and extensive observational research, this research considers the social significance of video games in enabling and maintaining social networks, patterns and the identity formations of those who attend various video game events across the United Kingdom; including video game conventions [MCM Comic Con, Eurogamer/EGX Rezzed, Play Expo], tournaments and competitions [Edmas 2, Edintines, Manchester Monthly Regionals], local area network parties [Insomnia Gaming Festivals i50/i51/i52/i53/i54/i55/i56], game related musical events [Video Games Live, Final Fantasy Orchestral concerts and Legend of Zelda Orchestral concerts] and other video game practices away from the video game screen. The research findings suggest that video game events are not just about playing video games. Video game events provide a unique opportunity for video gamers, who are usually separated by distance, to come together and interact in meaningful ways, besides gaming itself. Many of those who attend video game events often engage themselves through various forms of socialisation, tuition, and social progression, that are often taken for granted. Therefore, this research seeks to provide an understanding of an important, but largely under-researched aspect of video gamer culture.
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Langley, Alex. "Correlates of Video Game Addiction." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc33181/.

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Video game addiction often leads to a tremendous burden on those afflicted with the condition, draining their time, resources, and life away until they have nothing left. To further elucidate the problem of video game addiction, the current research examines the level of video game addiction of 111 participants, along with their motivation for their addictive behaviors, the quality of life of addicted individuals, and possible relations between video game addiction and other forms of addiction. Results of the current research indicate a correlation between addictive video game use and depression, alcohol use, a desire for escapism, a need for social interaction, and lack of self-control. The results of a multiple regression indicate that, amongst the various research factors, depression is the factor with the most significant link to addictive video game use, implying a dangerous correlation between mental health and an addictive behavior that some erroneously disqualify as a true addiction.
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Champlin, Alexander Doran. "Video Game Play and Apparatus." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1341986681.

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Shook, Steffi A. "Personal Narrative Video Games: Failure, Empathy, and Marginalized Game Developers." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1556017903138173.

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Books on the topic "Video game"

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(Firm), DMS, ed. Video game quest: The complete guide to home video game systems, video games, and accessories. Northridge, Calif: DMS, 1990.

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Blom, Joleen. Video Game Characters and Transmedia Storytelling. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2023. http://dx.doi.org/10.5117/9789463722957.

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Characters are a vital aspect of today’s transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined. This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters’ identities and affect their possible destinies. Games subvert the idea that fictional persons must maintain a coherent identity. This book shows that dynamic game characters challenge strategies of top-down control through close readings of the Mass Effect series, Persona 5, Hades, Animal Crossing: New Horizons and more. It is directed to all scholars interested in the topics of transmedia storytelling, video games, characters, and Japanese narratology.
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Boyd, Gregory S., Pyne Brian, and Sean F. Kane. Video Game Law. Boca Raton : Taylor & Francis, 2019.: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9780429469992.

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Zackariasson, Peter, and Mikolaj Dymek. Video Game Marketing. Abingdon, Oxon ; New York, NY : Routledge, 2017. |: Routledge, 2016. http://dx.doi.org/10.4324/9781315748900.

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Henry, Jenkins, ed. Video Game Art. New York: Assouline Publishing, 2005.

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Bryan, Stratton, Rush Alice, and Hodgson David S. J, eds. Video game careers. [Roseville, CA]: Prima Games, 2008.

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Jozefowicz, Chris. Video game developer. Pleasantville, NY: Gareth Stevens Pub., 2010.

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Roch, Ripley, and Metcalfe Chris R, eds. Video game law. 2nd ed. Markham, Ont: LexisNexis, 2012.

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Cooper, Jonathan. Game Anim Video Game Animation Explained. Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22299.

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Video Game Addiction (World of Video Games). Referencepoint Pr Inc, 2019.

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Book chapters on the topic "Video game"

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Holt, Carlos L. "The Video Game." In Fraud Casebook, 172–82. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2015. http://dx.doi.org/10.1002/9781119196631.ch19.

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Jiménez-Crespo, Miguel A. "Video game localization." In Localization in Translation, 203–23. London: Routledge, 2024. http://dx.doi.org/10.4324/9781003340904-10.

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Alexander, Kris. "Video Game Design." In The Future of Digital Communication, 121–29. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.1201/9781003379119-9.

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Becker, Katrin. "Video Game Pedagogy." In Games: Purpose and Potential in Education, 73–125. Boston, MA: Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-09775-6_5.

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Walkerdine, Valerie. "Video Game Research." In Children, Gender, Video Games, 16–29. London: Palgrave Macmillan UK, 2007. http://dx.doi.org/10.1057/9780230235373_2.

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Zhang, Xiaochun. "Video game localization." In The Routledge Handbook of Translation and Media, 369–83. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003221678-27.

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Thomasson, Michael. "Video Game Cartridges." In The Routledge Companion to Media Technology and Obsolescence, 311–21. New York : Routledge/Taylor & Francis Group, 2019.: Routledge, 2018. http://dx.doi.org/10.4324/9781315442686-22.

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Arsenault, Dominic. "Video Game Narrative." In Introduction to Screen Narrative, 197–217. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003197911-17.

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Boyd, Gregory S., Pyne Brian, and Sean F. Kane. "Game Industry Contracts." In Video Game Law, 77–119. Boca Raton : Taylor & Francis, 2019.: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9780429469992-5.

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Cooper, Jonathan. "The Video Game Animator." In Game Anim Video Game Animation Explained, 1–10. Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22299-1.

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Conference papers on the topic "Video game"

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Jukić, Dinko. "Video Game Industry: A Marketing Perspective." In 29th International Scientific Conference Strategic Management and Decision Support Systems in Strategic Management. University of Novi Sad, Faculty of Economics in Subotica, 2024. http://dx.doi.org/10.46541/978-86-7233-428-9_391.

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Purpose: The study discusses the importance of branding and the video game industry. Emphasis is placed on brand analysis. The phenomenon of the happiness industry and the video game industry are discussed. Methodology/approach: The research is based on relevant theories of brand management. The study starts from the construct of brand identity according to Kapferer and brand image according to Keller. The context of happiness and the entertainment industry is analysed according to Davies. Results: The paper researches and analyses distinct brands in video games. Video game branding is analysed from the aspect of marketing communication. Brand categories in video games are suggested. Also, the economic impact of the games was analysed. Conclusion: The video game industry is a large market that has overtaken the music and film industries in terms of revenue. Video games should be viewed in a wider social context as a generator of new jobs, creation of new value, but also as a cultural phenomenon. Branding in the video game industry is important for two reasons: creating greater visibility and consolidating an existing position in the market. In other words, we see the brand in video games as an evolutionary process of digital marketing, but also as a digital imprint of an existing brand. Limitations/future research: This study is theoretical and starts from a qualitative methodology, i.e. thematic literature analysis. Further empirical research can be conducted on different game types, consumer type and by gaming platform to identify the existing market.
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Moshirnia, Andrew. "The Educational Potential of Modified Video Games." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3130.

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As the popularity of video game playing has increased, educators have sought to co-opt video games as an instructional tool. However, educational games have made little impact in either the commercial market place or the average game player’s home library. The modification, or modding, of video games using in-game editors may be used by instructors to introduce educational content to professionally designed video games. This paper examines the effectiveness of a modified video game, Civilization IV, in improving the comprehension and retention of historical knowledge of 10th, 11th, and 12th grade students. Students exposed to the modified video game significantly improved their immediate recall of knowledge level history items. Students expressed interest in future educational game playing and felt that they had a better understanding of application level history items. While these results are encouraging, the small sample size of this experiment prevents generalization and necessitates further study.
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Yu, Yipeng, Xiao Chen, and Hui Zhan. "VideoMaster: A Multimodal Micro Game Video Recreator." In Thirty-Second International Joint Conference on Artificial Intelligence {IJCAI-23}. California: International Joint Conferences on Artificial Intelligence Organization, 2023. http://dx.doi.org/10.24963/ijcai.2023/844.

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To free human from laborious video production, this paper proposes the building of VideoMaster, a multimodal system equipped with four capabilities: highlight extraction, video describing, video dubbing and video editing. It extracts interesting episodes from long game videos, generates subtitles for each episode, reads the subtitles through synthesized speech, and finally re-creates a better short video through video editing. Notably, VideoMaster takes a combination of deep learning and traditional computer vision techniques to extract highlights with fine-to-coarse labels, utilizes a novel framework named PCSG-v (probabilistic context sensitive grammar for video) for video description generation, and imitates a target speaker's voice to read the description. To the best of our knowledge, VideoMaster is the first multimedia system that can automatically produce product-level micro-videos without heavy human annotation.
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Souza, Joana Gabriela R. de, Marcos Vinicius C. Pacheco, and Raquel Oliveira Prates. "Extensibility Analysis of Game Engines for Building Simplified Game Development Interfaces." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital, 68–73. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/sbgames_estendido.2024.241329.

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Creating video games requires a multidisciplinary team and specialized tools for graphics and interaction mechanisms. While games are valuable educational tools, game engines are often too complex for non-programmers. Simplified design tools democratize game development for educators. This study aims to support Brazilian elementary school teachers by analyzing game engines for customization possibilities and developing a prototype authoring tool to create digital educational games quickly.
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Chen, Mason, and Charles Chen. "Mixture DOE on video game physics." In New Skills in the Changing World of Statistics Education. International Association for Statistical Education, 2020. http://dx.doi.org/10.52041/srap.20602.

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In the 21st century, most youths are playing video games for too long (a duration of 13 hours/week according to some studies). Parents do not want their children to play video games as they think it has a negative effect on their children. Chosen based on its wide applications of physics, Hill Climb Racing is the video game used in this project. Technology is applied to increase the vehicle transportation safety. Based on the engineering failure mode analysis and return of investment, a systematic car upgrading system was developed through statistical modeling to optimize the car performance. Several physics applications such as kinematics, energy/power, momentum, friction, circular motion, and gravity were applied on the car racing mechanisms. The statistical Mixture DOE tool optimizes the upgrading strategy based on the limited playing duration budget while helping better understand the vehicle mechanics.
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Vasilateanu, Andrei, Sebastian Wyrazic, and Bujor ionel Pavaloiu. "A SCIENCE FICTION SERIOUS GAME FOR LEARNING PROGRAMMING LANGUAGES." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-082.

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The paper presents a serious game, implemented as a software application, aimed towards beginner programmers with the purpose of teaching programming languages fundamentals. The application is a top-down 2D game combining elements from the shooter and strategy (particularly tower defense) genres, with high-level visual programming elements, giving it an educational component. The user creates the scripts in a visual manner, creating the flow of scripting elements then programming each element. Serious games are games which are designed and developed without having entertainment as their main purpose. Instead, their primary purpose is to educate, train, or inform their audience. The meaning of the term has evolved in the last few years and currently it is usually assumed that serious games are video games, rather than physical, non-digital games. Digital game-based learning is a subset of serious games having as a main purpose to educate the player through the use of video games. Video games manage to keep the players interested, even if they find themselves in challenging situations, and this is on account of the intrinsic motivation they achieve to maintain on the players. What makes learning an intrinsically motivating process is similar to what makes a video game intrinsically motivating, this being challenge, curiosity, fantasy and control. Contextualization, personalization, and choice improve the intrinsic motivation of a learner, thus increasing their degree of engagement in the learning process and ameliorating their learning performance. These three properties are often present in most video games. This compatibility between video games and learning makes integrating the one to the other an easier accomplishment. While some other serious games aimed at programming exist, such as RoboCode, CodeCombat, Kernel Panic, CoLoBoT, CeeBot, CodeSpells, there is still much room for innovation, and our application explores new features and modes of play, focusing more on the program structure and logic than on the syntax.
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Kerac, Jelena, Neda Milić Keresteš, and Sandra Dedijer. "An overview of the user experience in online video game players with colour vision deficiency." In 11th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design, 2022. http://dx.doi.org/10.24867/grid-2022-p30.

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This paper aims to give an overview of the user experience in online video game players with colour vision deficiency by exploring the different methods of daltonization tools given within four popular online multiplayer video games. The paper also considers the different options for improving the user experience of players with colour vision deficiency based on the noticed shortcomings of analysed games. The analysis of the potential colour confusing scenes was done for the four popular online multiplayer games: Rust published by the Facepunch studio, Valorant and League of Legends both published by Riot Games and Overwatch, published by Blizzard. The conducted research has shown that Rust has no accessibility settings, Valorant and League of Legends use partial daltonization, while Overwatch is characterised by full daltonization. Detailed analyses of the pros and cons of each daltonization level for each video game were presented along with suggestions for improvement, including the implementation of the proto-patterns method suggested by Molina-López and Medina-Medina (2019). As the result, it was shown that colour, although an essential part of video game design, can and should be a secondary element in video game graphics over which shapes, outlines and text should lead in the clear presentation of the information and reduction of mistakes due to colour vision impairments.
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Buur, Jacob, and Astrid Soendergaard. "Video card game." In DARE 2000. New York, New York, USA: ACM Press, 2000. http://dx.doi.org/10.1145/354666.354673.

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Hemmati, Mahdi, Abbas Javadtalab, Ali Asghar Nazari Shirehjini, Shervin Shirmohammadi, and Tarik Arici. "Game as video." In Proceeding of the 23rd ACM Workshop. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2460782.2460784.

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Berchtold, Waldemar, Marcel Schäfer, Huajian Liu, Fábio Touceira Takahashi, André Schmitz, Sascha Zmudzinski, Martin Steinebach, and Jonas Wieneke. "Video game watermarking." In IS&T/SPIE Electronic Imaging, edited by Adnan M. Alattar, Nasir D. Memon, and Chad D. Heitzenrater. SPIE, 2013. http://dx.doi.org/10.1117/12.2005851.

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Reports on the topic "Video game"

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Thompson, Michael, and Cynthia Irvine. Active Learning with the CyberCIEGE Video Game. Fort Belvoir, VA: Defense Technical Information Center, August 2011. http://dx.doi.org/10.21236/ada547670.

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Fernández, Iván Escobar. COMTOG Report: ‘My Memory of Us’ — Boosting Historical Memory Through Implicit Visual Metaphors. European Center for Populism Studies (ECPS), April 2023. http://dx.doi.org/10.55271/rp0037.

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My Memory of Us is a narrative-driven puzzle-adventure video game developed by Juggler Games. The game is set in a fictional version of Poland during World War II and tells the story of a young boy and girl who must navigate through a city that has been divided into two parts: one for Jews and one for non-Jews. The game features hand-drawn art, puzzle-solving, and stealth elements, as well as a unique memory-manipulation mechanic that allows players to change the past to solve puzzles and progress through the story. The game received positive reviews for its story and art. Overall, My Memory of Us is a touching and emotional game that tells a story of friendship, love, and survival during a war.
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Abel, Millicent H. Performance of Soldiers on the Battle Sight Tank Gunnery Video Game. Fort Belvoir, VA: Defense Technical Information Center, June 1986. http://dx.doi.org/10.21236/ada178446.

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Desroches, Louis-Benoit, Jeffery Greenblatt, Stacy Pratt, Henry Willem, Erin Claybaugh, Bereket Beraki, Mythri Nagaraju, Sarah Price, and Scott Young. Video game console usage and national energy consumption: Results from a field-metering study. Office of Scientific and Technical Information (OSTI), May 2013. http://dx.doi.org/10.2172/1171536.

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Mai, Yiqiang, and Kim Geok Soh. The effects of active video game on overweight and obese adolescents: A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, October 2021. http://dx.doi.org/10.37766/inplasy2021.10.0018.

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Mai, Yiqiang, and Kim Geok Soh. The effects of active video game on overweight and obese adolescents: A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, October 2021. http://dx.doi.org/10.37766/inplasy2021.10.0018.

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Menuez, Paolo. The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.6049.

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Rodríguez Chatruc, Marisol, and Sandra V. Rozo. How Does it Feel to Be Part of the Minority?: Impacts of Perspective Taking on Prosocial Behavio. Inter-American Development Bank, September 2021. http://dx.doi.org/10.18235/0003612.

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Can online experiences that illustrate the lives of vulnerable populations improve prosocial behaviors and reduce prejudice? We randomly assign 850 individuals to: i) an online game that immerses individuals in the life decisions of a Venezuelan migrant and ii) a documentary about the migration process of Venezuelans to Colombia. Both treatments effectively improve altruism and reduce prejudice towards migrants. The impacts of both treatments are not statistically different in any of the other outcomes that we examine. The effects of the game are mainly driven by changes in perspective-taking while the effects of the video are induced by changes in both empathy and perspective-taking.
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Brawer, Jacob, and J. Galen Buckwalter. Impact of Brief Exposure to an E10-Rated, Mildly-Violent Video Game on Teen Players' Short-Term Attention and Concentration Ability. Journal of Young Investigators, October 2018. http://dx.doi.org/10.22186/jyi.35.4.77-80.

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Garcia, David. Super Magic Sam: A Practical Study In Video Game Design & Rapid Prototyping By Providing Creative Explorations For Children Through Roleplay. Ames (Iowa): Iowa State University, May 2022. http://dx.doi.org/10.31274/cc-20240624-1360.

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