Academic literature on the topic 'Video Game Analysis'
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 'Video Game Analysis.'
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 "Video Game Analysis"
Putra, Ricky Widyananda, and Jeanie Annissa. "Analysis of Player's Reception in the Video Game “Among Us”." PROPAGANDA 2, no. 1 (January 24, 2022): 32–38. http://dx.doi.org/10.37010/prop.v2i1.455.
Full textKabát, Marián. "Pár poznámok k terminológii a neologizmom v lokalizácii videohier." Nová filologická revue 14, no. 1 (July 25, 2022): 28–40. http://dx.doi.org/10.24040/nfr.2022.14.1.28-40.
Full textOrtiz de Gortari, Angelica B., Karin Aronsson, and Mark Griffiths. "Game Transfer Phenomena in Video Game Playing." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (July 2011): 15–33. http://dx.doi.org/10.4018/ijcbpl.2011070102.
Full textKhorsandi, Armita, and Liping Li. "A Multi-Analysis of Children and Adolescents’ Video Gaming Addiction with the AHP and TOPSIS Methods." International Journal of Environmental Research and Public Health 19, no. 15 (August 5, 2022): 9680. http://dx.doi.org/10.3390/ijerph19159680.
Full textRuberg, Bonnie, and Amanda L. L. Cullen. "Feeling for an Audience." Digital Culture & Society 5, no. 2 (December 1, 2019): 85–102. http://dx.doi.org/10.14361/dcs-2019-0206.
Full textANGELIA, JUANDA MARIA, ANNISA AYU MULIA, and DETANTI ASMANINGAYU PRAMESTI. "Copyright Protection of Video Game for Game Developer in Indonesia." Notaire 2, no. 2 (August 8, 2019): 213. http://dx.doi.org/10.20473/ntr.v2i2.13097.
Full textLi, Xiaozhou, Zheying Zhang, and Kostas Stefanidis. "A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews." Information 12, no. 3 (March 17, 2021): 129. http://dx.doi.org/10.3390/info12030129.
Full textFerrari, Manuela, Sarah V. McIlwaine, Gerald Jordan, Jai L. Shah, Shalini Lal, and Srividya N. Iyer. "Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games." JMIR Mental Health 6, no. 5 (May 8, 2019): e12418. http://dx.doi.org/10.2196/12418.
Full textChess, Shira, Nathaniel J. Evans, and Joyya JaDawn Baines. "What Does a Gamer Look Like? Video Games, Advertising, and Diversity." Television & New Media 18, no. 1 (August 1, 2016): 37–57. http://dx.doi.org/10.1177/1527476416643765.
Full textKoptelova, Svetlana A., and Ekaterina A. Rutskaya. "Linguistic Aspects of Video Game Localization." Вестник Пермского университета. Российская и зарубежная филология 14, no. 3 (2022): 16–25. http://dx.doi.org/10.17072/2073-6681-2022-3-16-25.
Full textDissertations / Theses on the topic "Video Game Analysis"
Asad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.
Full textBoren, Joshua K. "Playing God: An Analysis of Video Game Religion." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1424.
Full textAlmeida, Samuel de Jesus. "Augmenting video game development with eye movement analysis." Master's thesis, Universidade de Aveiro, 2009. http://hdl.handle.net/10773/1199.
Full textA indústria dos vídeo jogos é actualmente uma das mais valiosas e lucrativas do género. Como se espera de qualquer membro activo desta indústria, os produtores de vídeo jogos aspiram a obter uma quota desse mercado e das receitas. Hoje, a exigência relativa ao lançamento de vídeo jogos é tal que, por vezes, uma das etapas cruciais do desenvolvimento do produto é preterida – a avaliação da usabilidade – o que resulta em jogos de menor qualidade. Ainda, os vídeo jogos que são avaliados acabam por o ser à custa de métodos que não são totalmente correctos e que não respeitam à unicidade do media. O presente trabalho surge, portanto, com o objectivo de apresentar uma nova metodologia que vá ao encontro do referido problema. A metodologia proposta é uma parte de um estudo empírico que contou com participantes com distintos níveis de experiencia com vídeo jogos e que fez uso de dois instrumentos: um questionário e em segundo lugar, uma tecnologia que não gera consenso – o eye tracking – um método que mensura os movimentos e as posições do olho. Os dados obtidos através dos questionários bem como os resultados do eye tracking foram analisados e serviram de base para o objectivo maior deste estudo: o desenvolvimento de guidelines (linhas orientadoras) que possam assistir na melhoria da concepção e do desenvolvimento de vídeo jogos. ABSTRACT: The video game industry is presently one of the most valuable and lucrative of its kind. As is expected from any active member in this industry, video game developers aspire to secure a share of that market and income. Currently, the demand to deliver video games is such that at times, one of the most important moments of product development is overlooked – usability evaluation – resulting in less enjoyable or playable video games. Furthermore, those that are evaluated are done so at the cost of methods that are not completely accurate and that do not respect the uniqueness of the media. The present study emerges, therefore, with the objective of presenting a new methodology that can challenge the mentioned predicament. The proposed methodology is one part of an empirical study that counted with participants of various gaming experiences and made use of two instruments: a questionnaire and secondly, a technology many have yet to accept – eye tracking – a method capable of measuring eye movement and eye positions. The acquired data from the questionnaires along with eye tracking results were analyzed and served as the basis for the greater objective of this study: the development of guidelines that can assist in the augmentation of video game development.
Eksi, Murat, and Markus Pihl. "Video Game Network Analysis : A Study on Tooling Design." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-276768.
Full textCrackshell är en indie-spelstudio belägen i Stockholm. De har släppt ett antal spel som heter Hammerwatch, vilket är utvecklat med sin egen spelmotor. Hammerwatch och dess spelmotor utvecklas fortfarande kontinuerligt. Det är ett rogue-liknande multiplayer-spel som spelas av upp till fyra spelare i en enda session med hjälp av peer-to-peer-nätverkstopologi. Hammerwatch blev snabbt populärt och de planerade funktionerna har lett teamet till en fråga om deras nätverksanvändning är effektiv ur prestandasynpunkt och på vilka sätt de kan förbättra den. Även om det är de som implementerade nätverksdelen av Hammerwatch, har de inte exakt en förståelse för det underliggande beteendet hos nätverkskommunikationen, och de har inte heller något sätt att analysera det för närvarande.Detta projekt syftade till att utforma och implementera verktyg för att dataanalys genom att identifiera nätverkstopologi, datastrukturer, extraktion, lagring och tillhandahålla en miljö som gör det lätt att analysera nätverksanvändningen. För att uppnå detta mål valdes en iterativ metod baserad på “design thinking” denna genomfördes tillsammans med Crackshell. Under designfasen fattades beslut kring begränsningar och syfte med verktyget.Ovan nämnda strategi möjliggjorde en snabb förståelse av problemet som ledde till utvecklandet av ett verktyg som både godkänts som användbart och lätt att använda av Crackshell. Dataanalysverktyget implementerades med hjälp av en lokal lösning för utvinning av data, MongoDB och Jupyter Notebook i Python tillsammans med tillägg som hjälpte till vidare med analysen av insamlade data.Resultaten av dataanalysen löste in sig som en betydande framgång, där problem som spelhändelser som skickades onödigt ofta, data som var gammal när den nådde fram, cachemöjligheter och potentiella problem med datakluster i nätverkspaket kunde hittas. Crackshell var nöjd med resultatet och nya förmågan att titta på deras nätverksanvändning på ett detaljerat sätt. De kommer kunna använda det utvecklade verktyget till framtida analyser vid fortsatt vidareutveckling av spelmotorn.
Breaux, Chet Daniel. "(Don't) Stop Playing That Game: A Rhetorical Analysis of the Video Game Addiction Stereotype." TopSCHOLAR®, 2011. http://digitalcommons.wku.edu/theses/1067.
Full textHumienny, Raymond Tyler. "Content Analysis of Video Game Loot Boxes in the Media." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1546434312362585.
Full textScantlin, Ronda Mae. "Interactive media : an analysis of children's computer and video game use /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.
Full textHerrera, Benjamin A. "The edge of reality: A contemporary analysis of the video game culture." Scholarly Commons, 2015. https://scholarlycommons.pacific.edu/uop_etds/200.
Full textRajkowska, Paulina. "Roles of female video game characters and their impact on gender representation." Thesis, Uppsala universitet, Medier och kommunikation, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225393.
Full textBuono, Frank Daniel. "Demonstrating the Validity of the Video Game Functional Assessment-Revised (VGFA-R)." OpenSIUC, 2015. https://opensiuc.lib.siu.edu/dissertations/1045.
Full textBooks on the topic "Video Game Analysis"
Printing, London College of. BA Film and Video Critical Analysis 1987: The gumboot game and Hughes views. London: LCP, 1987.
Find full textThe Encyclopedia of Game Machines: Consoles, Handhelds & Home Computers 1972-2005. Utting, Germany: GamePlan Books, 2006.
Find full textParish, Jeremy, ed. GameSpite: Year One, Vol. 1. San Francisco, California: Blurb Inc., 2008.
Find full textCuellar, Joey. Street fighter anniversary collection: Official fighter's guide. Indianapolis, IN: Brady Pub., 2005.
Find full text1966-, Novak Jeannie, ed. Game development essentials. Clifton Park, NY: Thomson Delmar Learning, 2007.
Find full textMoore, Geoffrey A. The gorilla game: Picking winners in high technology. New York: HarperBusiness, 1999.
Find full textMoore, Geoffrey A. The gorilla game: An investor's guide to picking winners in high technology. Oxford: Capstone, 1998.
Find full textMoore, Geoffrey A. The gorilla game: An investor's guide to picking winners in high technology. New York: HarperBusiness, 1998.
Find full textBook chapters on the topic "Video Game Analysis"
Toh, Weimin. "Narration II—Video Game Narrative Analysis Framework." In A Multimodal Approach to Video Games and the Player Experience, 151–73. New York : Routledge, 2017. | Series: Routledge studies in multimodality ; 26: Routledge, 2018. http://dx.doi.org/10.4324/9781351184779-9.
Full textMejías-Climent, Laura. "Dubbing Analysis Through Game Situations: Four Case Studies." In Enhancing Video Game Localization Through Dubbing, 163–221. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1_5.
Full textNegrón, Adriana Peña Pérez, David Bonilla Carranza, and Mirna Muñoz. "Video Game Development Process for Soft Skills Analysis." In Lecture Notes in Networks and Systems, 99–112. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-20322-0_7.
Full textKwak, Haewoon, and Jeremy Blackburn. "Linguistic Analysis of Toxic Behavior in an Online Video Game." In Lecture Notes in Computer Science, 209–17. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-15168-7_26.
Full textGuceri-Ucar, Gozem, and Stefan Koch. "Cooperative Advertising in Video Game Software Marketing: A Game Theoretic Analysis of Game Software Publisher – Platform Manufacturer Dynamics." In Lecture Notes in Business Information Processing, 154–67. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-30746-1_13.
Full textJung Johansen, Jonathan. "Systemically Implied Atmospheres." In Mental Health | Atmospheres | Video Games, 227–42. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-017.
Full textLee, Jin Ha, Joseph T. Tennis, and Rachel Ivy Clarke. "Domain Analysis for a Video Game Metadata Schema: Issues and Challenges." In Theory and Practice of Digital Libraries, 280–85. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33290-6_30.
Full textKozłowski, Kamil, Marcin Korytkowski, and Dominik Szajerman. "Visual Analysis of Computer Game Output Video Stream for Gameplay Metrics." In Lecture Notes in Computer Science, 538–52. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50426-7_40.
Full textGoumagias, Nikolaos, Ignazio Cabras, Kiran Jude Fernandes, Feng Li, Alberto Nucciarelli, Peter Cowling, Sam Devlin, and Daniel Kudenko. "A Phylogenetic Classification of the Video-Game Industry’s Business Model Ecosystem." In Progress in Pattern Recognition, Image Analysis, Computer Vision, and Applications, 285–94. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-662-44745-1_28.
Full textTuker, Cetin, and Güven Çatak. "Improving Awareness and Empathy with Video Games: A Qualitative Analysis Study of PUDCAD Game." In Springer Series in Design and Innovation, 121–32. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65060-5_10.
Full textConference papers on the topic "Video Game Analysis"
Li, Peiyi, Peilin Li, John Morris, and Yu Sun. "A Context-Aware and Immersive Puzzle Game using Machine Learning and Big Data Analysis." In 5th International Conference on Computer Science and Information Technology (COMIT 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.111717.
Full textMustaquim, Moyen Mohammad, and Tobias Nyström. "Video Game Control Dimensionality Analysis." In IE2014: Interactive Entertainment 2014. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2677758.2677784.
Full textKerac, 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.
Full text"Facet Analysis of Video Game Genres." In iConference 2014 Proceedings: Breaking Down Walls. Culture - Context - Computing. iSchools, 2014. http://dx.doi.org/10.9776/14057.
Full textChen, 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.
Full textFei, Dingzhou. "Revisiting the correlation between video game activity and working memory: evidence from machine learning." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002083.
Full textAlmeida, Samuel, Ana Veloso, Oscar Mealha, Licinio Roque, and Arnaldo Moura. "A Video Game Level Analysis Model Proposal." In 2012 16th International Conference on Information Visualisation (IV). IEEE, 2012. http://dx.doi.org/10.1109/iv.2012.82.
Full textKarthik, J., P. P. Amritha, and M. Sethumadhavan. "Video Game DRM: Analysis and Paradigm Solution." In 2020 11th International Conference on Computing, Communication and Networking Technologies (ICCCNT). IEEE, 2020. http://dx.doi.org/10.1109/icccnt49239.2020.9225560.
Full textMorelli, T., and M. H. Gunes. "Video Game Industry as a Social Network." In 2012 International Conference on Advances in Social Networks Analysis and Mining (ASONAM 2012). IEEE, 2012. http://dx.doi.org/10.1109/asonam.2012.204.
Full textDankov, Yavor, Boyan Bontchev, and Albena Antonova. "Gaming and Learning Analytics for Educational Video Games." In Human Systems Engineering and Design (IHSED 2021) Future Trends and Applications. AHFE International, 2021. http://dx.doi.org/10.54941/ahfe1001168.
Full textReports on the topic "Video Game Analysis"
Sinde, J., C. Medrano, and JI Martínez. Transmission of values in adolescents: an analysis with video games. Revista Latina de Comunicación Social, March 2015. http://dx.doi.org/10.4185/rlcs-2015-1044en.
Full textLi, Sen, Yang Song, Zhidong Cai, and Qingwen Zhang. Are Active Video Games Useful In The Development Of Gross Motor Skill Of Non-Typically Developing Children?A Meta-Analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, May 2022. http://dx.doi.org/10.37766/inplasy2022.5.0124.
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.
Full text