Academic literature on the topic 'Video Game Analysis'

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Journal articles on the topic "Video Game Analysis"

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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.

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Game is an entertainment facility that contains games using electronic devices which involve players who make decisions through control of game objects for certain purposes, known as users. The game growth industry has developed especially in a variety of types of games which include Maze Game, Board Game, Card Game, Battle Card Game, Quiz Game, Puzzle Game, Shooting Game, First Person Shooting (FPS), Side Scrolling Game, Fighting Game , Racing Game, Simulation, Strategy Game, Role Playing Game (RPG), Adventures Game, Sport Game, and Edutainment Game. In Indonesia itself, there are a variety of online games that have sprung up, among the many types of online games that are currently being talked about is the "Among Us" game. In the process of designing and developing the concept of a game, it is very important to get to know the user who is expected to be able to play the designed game. So that it can be seen the user's process in interpreting a game, this can be explored with various approaches, one of which is using reception analysis theory. Reception Study (study of acceptance) is one that develops in cultural studies, which focuses on messages or communication discourses and has implications for audiences. In this study, the game "Among Us" contained a narrative or storyline that was presented as well as a visualization of the character design of this game. The goal to be achieved in this research is to find out the meaning of players towards the Among Us game by using a Reception Study (acceptance study) which will focus on interpretive meanings and experiences of users or game users in interacting with game media.
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Kabát, 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.

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The paper focuses on terminology and neologisms and their typology in video games. It defines video games as a specialized type of communication and then presents three different types of discourse that take place in the video game industry. This is done in order to show that video game terminology varies and goes beyond a video game per se (e.g., terminology from technology or pop culture). Then the paper presents a video game terminology typology that is based upon a video game corpus made up of Minecraft (a corpus of 42,058 words) and its analysis, but it demonstrates relevant terminology from other video games as well. The point of this analysis is to show that video game terminology is very fluid and video games are a field where new words enter and leave the lexicon quite frequently. Yet video game terminology should still be studied as such classifications can help during the creation of terminology databases.
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Ortiz 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.

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Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.
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Khorsandi, 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.

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The video game market has become increasingly popular among children and adolescents in recent decades. In this research, we investigated the Video Game Addiction Scale (VGAS) for Chinese children and adolescents. We aimed to examine children and adolescents’ prioritization on the VGAS criteria and comparative analysis of the trend of video game addiction among them. A cross-sectional paper questionnaire study was conducted on 1400 Chinese students from grade 3 (9 years old) to grade 12 (18 years old). The respondents had to complete the socio-demographic information and the VGAS test. The VGAS characteristic was prepared in 18 criteria, which was the combination of the Video Game Addiction Test (VAT), Gaming Addiction Scale (GAS), and Revised Chinese Internet Addiction (CIAS-R). Eventually, the VGAS criteria prioritization was ranked methodologically through the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) method for each grade separately. Additionally, the Analytic Hierarchy Process (AHP) weighting technique was utilized to analyze the video game addiction of each grade under the four alternatives, individually. The results indicate that 3rd-grade students with some levels of addiction were the youngest who felt their life would not be fun without video games. Students in 5th grade with some levels of addiction were the youngest students who disclosed that their willingness to play video games is for forgetting their problems or feeling down. Moreover, they played video games more than before, thus, they did not sleep enough. Pupils of grade 6 reported that they played video games more than last semester. In their opinion, it is fair to play video games this much and does not need to reduce playing hours. Not getting enough sleep because of playing video games was seen in 7th graders as their first preference. 10th-grade students were the first to neglect to do their important responsibilities for playing video games. None of the 7th and 12th graders were somehow safe from video game addiction. In conclusion, playing video games can negatively affect studying, sleeplessness, getting far from society, and skipping important responsibilities for school students. Furthermore, the symptoms of video game addiction had seen at younger ages. These data provided insights for decision-makers to target effective measures to prevent children and adolescents’ video game addiction.
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Ruberg, 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.

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Abstract The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2015). In this article, we shed light on one important aspect of the gendered work of video game live streaming: emotional labor. To do so, we present observations and insights drawn from our analysis of instructional videos created by women live streamers and posted to YouTube. These videos focus on “tips and tricks” for how aspiring streamers can become successful on Twitch. Building from these videos, we articulate the various forms that emotional labor takes for video game live streamers and the gendered implications of this labor. Within these videos, we identify key recurring topics, such as how streamers work to cultivate feelings in viewers, perform feelings, manage their own feelings, and use feelings to build personal brands and communities for their streams. Drawing from existing work on video games and labor, we move this scholarly conversation in important new directions by highlighting the role of emotional labor as a key facet of video game live streaming and insisting on the importance of attending to how the intersection of play and work is tied to identity.
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ANGELIA, 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.

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This study aimed to firstly, analyze the frequent infringements related to copyright of video games, as well as the legal protection for game developers who create video games. Secondly, to determine the factors that impede the copyright protection of video games in Indonesia. This research employs empirical approach or sociolegal, with library research and field studies to collect data. In the literature, the author uses the legal resources to support the analysis. The study was based primarily on Law no. 28 of 2014 regarding Copyright. In the field study, the author interviewed several game developers in Indonesia, as well as the practitioner from Directorate General Intellectual Property Right Jakarta and academician from Faculty of Law Universitas Gadjah Mada. Analysis of the research was conducted using qualitative data analysis, with the results compiled by descriptive-analysis to achieve the research objectives. Results of this study indicates that the laws and regulations of Indonesia has virtually provided legal protection for game developers as the creator of the video game, but there are still uncertainties in settings, such as obscurity any part of the video game that is protected by the copyright laws of Indonesia, considering that the video game consists of several constituent.
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Li, 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.

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Playability is a key concept in game studies defining the overall quality of video games. Although its definition and frameworks are widely studied, methods to analyze and evaluate the playability of video games are still limited. Using heuristics for playability evaluation has long been the mainstream with its usefulness in detecting playability issues during game development well acknowledged. However, such a method falls short in evaluating the overall playability of video games as published software products and understanding the genuine needs of players. Thus, this paper proposes an approach to analyze the playability of video games by mining a large number of players’ opinions from their reviews. Guided by the game-as-system definition of playability, the approach is a data mining pipeline where sentiment analysis, binary classification, multi-label text classification, and topic modeling are sequentially performed. We also conducted a case study on a particular video game product with its 99,993 player reviews on the Steam platform. The results show that such a review-data-driven method can effectively evaluate the perceived quality of video games and enumerate their merits and defects in terms of playability.
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Ferrari, 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.

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BackgroundVideo game playing is a daily activity for many youths that replaces other media forms (eg, television); it serves as an important source of knowledge and can potentially impact their attitudes and behaviors. Researchers are, thus, concerned with the impact of video gaming on youth (eg, for promoting prosocial or antisocial behavior). Studies have also begun to explore players’ experience of gameplay and video game messages about violence, sexism, and racism; however, little is known about the impact of commercial video games in the sharing and shaping of knowledge, and messages about mental illness.ObjectiveThe aim of this review was to identify how mental illness, especially psychosis, is portrayed in commercial video games.MethodsWe performed keyword searches on games made available between January 2016 and June 2017 on Steam (a popular personal computer gaming platform). A total of 789 games were identified and reviewed to assess whether their game content was related to mental illness. At the end of the screening phase, a total of 100 games were retained.ResultsWe used a game elements framework (characters, game environment/atmosphere, goals, etc) to describe and unpack messages about mental health and illness in video games. The majority of the games we reviewed (97%, 97/100) portrayed mental illness in negative, misleading, and problematic ways (associating it with violence, fear, insanity, hopelessness, etc). Furthermore, some games portrayed mental illness as manifestations or consequences of supernatural phenomena or paranormal experiences. Mental illness was associated with mystery, the unpredictable, and as an obscure illness; its treatment was also associated with uncertainties, as game characters with mental illness had to undergo experimental treatment to get better. Unfortunately, little or no hope for recovery was present in the identified video games, where mental illness was often presented as an ongoing struggle and an endless battle with the mind and oneself.ConclusionsThe game elements of the identified commercial video games included mental illness, about which many perpetuated well-known stereotypes and prejudices. We discuss the key findings in relation to current evidence on the impact of media portrayals of mental illness and stigma. Furthermore, we reflect on the ability of serious video games to promote alternative messages about mental illness and clinical practices. Future research is needed to investigate the impact that such messages have on players and to explore the role that video games can play in fostering alternative messages to reduce the stigma associated with mental illness.
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Chess, 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.

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Recent years have seen changes to the video game industry and the image of video game players. There are more games on the market and a larger variety of ways to play those games. Yet, despite market shifts, authors such as Shaw demonstrate that there are still tensions surrounding gamer identification. Even as next-generation systems (such as the Xbox One, the PlayStation 4, and the Wii U) and casual gaming take hold of the market, tension remains between the perceptions of who is playing versus the reality of actual players. In our study, we perform a content analysis of video game commercials in 2013 to explore questions of diversity—particularly in terms of portrayals of the player’s sex and ethnicity—to consider how the gamer is represented in terms of physical and behavioral attributes.
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Koptelova, 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.

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The paper deals with the linguistic aspects of video game localization. The practical material for the study is the original and localized versions of the games Dishonored 2, Control, and Monster Hunter: Rise. The paper provides a brief overview of scientific research on localization. The analysis of existing studies gives grounds to speak about the relevance of investigating the linguistic aspect of video game localization, its specific features, and interrelation with other aspects of this process. Video game discourse as a multi-genre product, which includes all types of communicative influence, is considered in the paper as a kind of computer discourse based on a number of common features, previously distinguished in the literature. This discourse is creolized text consisting of visual and auditory components. The linguistic component of this discourse is presented in written and audio form. The paper indicates the main types of modern video games depending on the plot and the role of the gamer. A brief overview of the history of the term ‘localization’, which is currently interpreted as the process of adapting a product or content for a particular region or market, is presented. The authors examine the relationship between the concepts of ‘localization’ and ‘translation’ in the context of modern translation studies and translation practice. The paper provides a typology of video game localization levels and a description of its main models. The analysis of video game localization is carried out considering the three ‘blocks’ of localization that require work with linguistic aspects, namely translation: interface, in-game text, subtitles and dubbing. Linguistic and extralinguistic, primarily technical, factors were found to be the main factors complicating the translation process.
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Dissertations / Theses on the topic "Video Game Analysis"

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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.

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The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient means, like the aforementioned fragmentation and assemblage. The reader must decode the text. This is what I want to extract as a point of entry to my videogame analysis. The process of reading is not unlike the process of playing. Instead of linguistic structures, a player must navigate a game‟s internal rule system. The pleasure for both the reader and player comes from decoding the poem and game, respectively. I am not making claims that relationships between modernist poetry and videogames are inherent or innate. Similarly, I am not providing a framework to apply one medium to the other. Instead I want to investigate how each medium uses its affordances to take advantage of its potential for creative expression. I do not consider poetry or literature to be superior to videogames, nor am I invoking the argument that videogames should imitate earlier media. My goal is to compare specific modernist poems and videogames to see how each medium makes meaning through its respective processes.
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Boren, Joshua K. "Playing God: An Analysis of Video Game Religion." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1424.

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Video games offer a liberating, virtual-community building and meaning-making out-of-body experience for those that wholeheartedly engage in them. The lore and backstory of some of the most popular games (League of Legends, Kingdom Hearts, and World of Warcraft) are heavily influenced by all types of religion. In addition, and contrary to popular perception, a growing number of video games offer a global medium for instilling positive morals in society. As a result, video games become a religious placeholder or pseudo-religion for many of the most devoted gamers, because they offer many of the same experiences that religions do. This can be a potential explanation as to why organized religion is on the downswing in America.
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Almeida, Samuel de Jesus. "Augmenting video game development with eye movement analysis." Master's thesis, Universidade de Aveiro, 2009. http://hdl.handle.net/10773/1199.

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Mestrado em Comunicação Multimédia
A 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.
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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.

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Crackshell is an indie game studio situated in Stockholm. They released particular iterations of a game called Hammerwatch, which is developed with their in-house game engine and they are still working to extend both the Hammerwatch and the game engine. Hammerwatch is a rogue-like multiplayer game played by up to four players in a single session by using peer to-peer network topology. These days, Hammerwatch has gotten significantly popular and the planned features have led the team to question of whether their network utilization is performant and in what ways they can improve this utilization. Even though they the are ones who implemented the network part of Hammerwatch, they don’t exactly have an understanding of the underlying behavior of the utilization, nor they have any way to analyze it currently. This project is aimed to design and implement a proper tooling implementation for their data analysis needs by identifying the network topology, datastructures, extraction, storage and providing an environment that is easy to analyze the network utilization. In order to achieve this aim, an iterative approach through design thinking has been conducted with Crackshell. In this regard, there were certain decisions to be made in accordance with the constraints and the purpose of the tooling, which is defined with the help of Crackshell by the conducted workshops as a module of the design thinking approach. The above-mentioned strategy allowed a swift understanding of the problemthat led the tooling to be approved as both helpful and easy-to-use by Crackshell. The data analysis tool was implemented by using a local data extraction solution, MongoDB and Jupyter Notebook in Python together with extensions that helped further with the analysis of the collected data. The results of the data analysis deemed itself as a significant success, where problems such as the game events being sent unnecessarily frequently, stale data issues, caching opportunities, and potential data clustering issues in network packets were pointed out. Crackshell was happy with the provided ability to look at their network utilization in a detailed manner, which led them to use the implemented tooling for further analysis as Hammerwatch is kept developing.
Crackshell 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.
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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.

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The growing popularity of game addiction discourse has necessitated study of how video game critics rhetorically construct addiction. In the following thesis, I analyze contemporary examples of texts that link game addiction to drug abuse. I use Robert Cover’s analysis of how game addiction stereotypes form in conjunction with Aristotle’s rhetorical principles to isolate the persuasive appeals used by authors to rhetorically construct game play as addictive. These addiction arguments, however, are rooted in a larger historical context, and I present examples of game guidebooks and comic books published in the late 1970s and early 1980s to illustrate their rhetorical responses to game addiction rhetoric. I found addiction arguments utilize fear appeals combined with ethos, pathos, and logos to persuade audiences to reject games as potentially dangerous and worthless virtual pursuits. The authors of early game texts use ethos, pathos, and logos to dismantle fear appeals and present video games as a new genre that can be mastered through skill and practice rather than a meaningless virtual experience. This research provides ground for further explorations of game addiction rhetoric, and implications for the continued study of video games.
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Humienny, 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.

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Scantlin, 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.

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Herrera, Benjamin A. "The edge of reality: A contemporary analysis of the video game culture." Scholarly Commons, 2015. https://scholarlycommons.pacific.edu/uop_etds/200.

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This thesis explores the contemporary world of video games and analyzes why people engage with single player and multiplayer video game experiences. Based on the uses and gratifications framework, this study examines how college students are engaging with video games and if they prefer single player or online multiplayer video games. Focus groups were conducted with college students to explore the video game culture. The results demonstrated that participants preferred single player video games due to less interruption from social interactions with online multiplayer games, but also to avoid harassment and negative criticisms that continue to plague online multiplayer experiences. Results also suggest that participants seek solitude while engaging with video games in order to become immersed within the game for a more relaxed and fun experience. Gratification dimensions were included from previous research including: arousal, challenge, competition, diversion, fantasy, and social interaction. Several new dimensions not matching previous research were discovered in the data that provided new perspectives on why players engage with single player video games. The participants discussed that single player video games could be played at their own pace, stopped at any time, and then continue their experience at their leisure. Participants were also researching and anticipating new game projects from their favorite developers. Additionally, participants suggest that if the developers made video games they enjoy playing, then the participants would continue to support and follow their future game projects.
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Rajkowska, 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.

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Due to immense popularity of video games the author investigates the presence of gender portrayal within them. The purpose of this study is to thoroughly analyse a general phenomenon, such as gender, within video games to develop a better understanding of its particularities in this form of media and to expand the general body of knowledge on video games as a research topic. As prior literature shows, gender within video games can be either defined by its biased and sexualized character or by a tendency towards equality and strength for woman. To explain those varied results the author introduces the category of role as an important factor for character representation based on the use of theoretical frameworks of symbolic interactionism, more particularly dramaturgical approach of E. Goffman. She then further proceeds with a qualitative discourse analysis of both protagonist and support characters from 22 different games. The author finds that there is a visible difference within the manners females are presented depending on their role. Lead characters are more likely to be strong, independent and self-sufficient whereas support characters most often require immediate help, are dependent on others and are more likely to be abused. Presented results can account for some of the variety in prior research and they open the field of video game studies to possibly new research topics.
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Buono, Frank Daniel. "Demonstrating the Validity of the Video Game Functional Assessment-Revised (VGFA-R)." OpenSIUC, 2015. https://opensiuc.lib.siu.edu/dissertations/1045.

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Excessive video play has been well documented over the course of the last decade. So much so that newest version of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5; APA, 2013) has included excessive video gaming as disorder categorized as internet gaming disorder. To date, several researchers have designed assessments to evaluate excessive video game play based on the previous editions and current editions of the DSM. However, these assessments primarily measure the criterion established in these manuals, instead of measuring the maintaining function of the video game play. The field of applied behavior analysis has been utilizing functional assessments for the last 30 years and has showed evidence of effective results across different populations and environments. Therefore, the purpose of this proposed study is to validate an indirect functional assessment entitled the Video Game Functional Assessment-Revised (VGFA-R) by means of conducting content, construct and criterion related validity.
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Books on the topic "Video Game Analysis"

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Introduction to game analysis. New York: Routledge, 2015.

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Printing, London College of. BA Film and Video Critical Analysis 1987: The gumboot game and Hughes views. London: LCP, 1987.

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The Encyclopedia of Game Machines: Consoles, Handhelds & Home Computers 1972-2005. Utting, Germany: GamePlan Books, 2006.

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Parish, Jeremy, ed. GameSpite: Year One, Vol. 1. San Francisco, California: Blurb Inc., 2008.

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Cuellar, Joey. Street fighter anniversary collection: Official fighter's guide. Indianapolis, IN: Brady Pub., 2005.

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1966-, Novak Jeannie, ed. Game development essentials. Clifton Park, NY: Thomson Delmar Learning, 2007.

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Super Mario: How Nintendo conquered America. New York: Portfolio Penguin, 2011.

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Moore, Geoffrey A. The gorilla game: Picking winners in high technology. New York: HarperBusiness, 1999.

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Moore, Geoffrey A. The gorilla game: An investor's guide to picking winners in high technology. Oxford: Capstone, 1998.

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Moore, Geoffrey A. The gorilla game: An investor's guide to picking winners in high technology. New York: HarperBusiness, 1998.

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Book chapters on the topic "Video Game Analysis"

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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.

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Mejías-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.

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Negrón, 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.

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Kwak, 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.

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Guceri-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.

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Jung 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.

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This paper argues that parts of a roleplaying system tune both the player's mood toward, and the atmosphere of, the real and imaginary environments created in play. The paper proposes how a roleplaying game system can be analyzed without an actual play situation. Such analysis can be performed through adopting a mechanistic cybermedia perspective. This allows for the deduction of how the systems rules, physical tools, and postulated norms and implied player perspectives informs the atmospheres implied by the system, both individually and through their interplay. A horror roleplaying game system, DREAD, is then analyzed through this perspective.
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Lee, 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.

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Kozłowski, 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.

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Goumagias, 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.

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Tuker, 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.

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Conference papers on the topic "Video Game Analysis"

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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.

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Recent years, video games have become one of the main forms of entertainment for people of all ages, in which millions of members publicly show their screenshots while playing games or share their experience of playing games [4]. Puzzle game is a popular game genre among various video games, it challenges players to find the correct solution by providing them with different logic/conceptual problems. However, designing a good puzzle game is not an easy task [5]. This paper designs a puzzle game for players of all age ranges with proper difficulty level, various puzzle mechanics and attractive background setting stories. We applied our games to different players to test play and conducted a qualitative evaluation of the approach. The results show that the pace of puzzle games affects play experience a lot and the difficulty level of the puzzles affects players' feelings to the game.
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Mustaquim, 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.

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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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"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.

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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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Fei, 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.

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With the popularity of video games, more and more researchers are trying to understand the relationship between video game activity and cognitive abilities, and one of the important cognitive systems is working memory. Working memory is a limited capacity short-term memory system for processing currently active information and is an important predictor of goal-driven behavioral domains. Its scope of action includes, but is not limited to, fluid intelligence, verbal ability, and mathematical analysis.Due to the importance of working memory for the analysis of human behavior, numerous studies have attempted to describe the architecture and models of working memory. In general, models of working memory can be loosely categorized into content and process models, depending on their focus. The content model focuses on the static material of working memory, which includes mainly verbal and spatial visual material. The process model focuses on the dynamic processes of working memory and includes both Updating and Maintenance of memory.However, this area of research has also been the subject of debate among researchers.Translated with www.DeepL.com/Translator (free version). These disputes involve two main assumptions. According to the so-called core training hypothesis, a potential machine for improving cognitive ability through video games is provided by the so-called core training hypothesis. According to this hypothesis, repeated stress on the cognitive system will induce plastic changes in its neural matrix, leading to improved cognitive response performance. According to this hypothesis, repeated strains of the cognitive system can induce plastic changes in its neural matrix, which is an important reason for the improvement of performance. The other proposed basic mechanism is the meta-learning mechanism, that is, learning how to learn. According to this, video games (especially action games) can improve related motor control skills, such as rule learning, cognitive resource allocation, and probabilistic reasoning skills, which are used in many different situations.A recent study showed that the analysis of certain extreme groups showed that video game players performed better than non-game players in all three WM measurements, and that when extended to the entire sample, video game time and visual space WM and n-back performance. In general, the relationship between cognition and playing video games is very weak.This study used the Waris et al, 2019 dataset to re-investigate the correlation between video game activity and three different dimensions of working memory using seven different supervising learning models. It was concluded that video game activity was most highly correlated with the visuospatial component, slightly less correlated with the mnemonic updating component, and least correlated with the verbal component. This partly confirms Waris et al, 2019's view that the analytic method may be the key to the study.
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Almeida, 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.

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Karthik, 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.

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Morelli, 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.

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Dankov, 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.

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The design and development of educational video games, and the realization of a successful video game project, often requires the research and analysis of data as a key element for success. Increasingly companies are integrating analytics tools into their structures, taking advantage of the analytics capabilities. The focus of this paper is on the analytics instruments developed in the APOGEE software platform for educational video games. The paper presents the workflow of using these instruments in the platform for analysis and evaluation. The integration of the analytics tools into the platform will provide the opportunity to monitor all activities carried out in the platform, to process, analyze, and evaluate all available data, user behavior, and user experience in the platform. This will allow for the formation of an overall assessment of the created educational video games and their contents, and the APOGEЕ platform, including evaluations for learnability, playability, and usability.
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Reports on the topic "Video Game Analysis"

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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.

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Li, 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.

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DeJaeghere, 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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Global and national education agendas are concerned with improving quality and equality of learning outcomes. This paper provides an analysis of the case of Vietnam, which is regarded as having high learning outcomes and less inequality in learning. But national data and international test outcomes may mask the hidden inequalities that exist between minoritized groups and majority (Kinh) students. Drawing on data from qualitative videos and interviews of secondary teachers across 10 provinces, we examine the role of teachers’ beliefs, curricular design and actions in the classroom (Gale et al., 2017). We show that teachers hold different beliefs and engage in curricular design – or the use of hegemonic curriculum and instructional practices that produce different learning outcomes for minoritized students compared to Kinh students. It suggests that policies need to focus on the social-cultural aspects of teaching in addition to the material and technical aspects.
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