Academic literature on the topic 'Video game approach'
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Journal articles on the topic "Video game approach"
Purnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (December 1, 2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.107-123.
Full textPurnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (December 1, 2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.1148.
Full textSf. Luthfie Arguby Purnomo, Dyah Nugrahani, Sf Lukfianka Sanjaya Purnama,, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (January 30, 2017): 107. http://dx.doi.org/10.18326/rgt.v9i2.696.
Full textWibowo, Tony. "Music Effect Studies in The Experience of Playing Video Games with Qualitative and Quantitative Approaches." JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING 3, no. 1 (July 25, 2019): 48. http://dx.doi.org/10.31289/jite.v3i1.2598.
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 textSafadi, Firas, Raphael Fonteneau, and Damien Ernst. "Artificial Intelligence in Video Games: Towards a Unified Framework." International Journal of Computer Games Technology 2015 (2015): 1–30. http://dx.doi.org/10.1155/2015/271296.
Full textKoehler, Matthew J., Brian Arnold, Spencer P. Greenhalgh, and Liz Owens Boltz. "A Taxonomy Approach to Studying How Gamers Review Games." Simulation & Gaming 48, no. 3 (April 17, 2017): 363–80. http://dx.doi.org/10.1177/1046878117703680.
Full textVargas-Iglesias, Juan J., and Luis Navarrete-Cardero. "Beyond Rules and Mechanics: A Different Approach for Ludology." Games and Culture 15, no. 6 (January 13, 2019): 587–608. http://dx.doi.org/10.1177/1555412018822937.
Full textJayemanne, Darshana. "Chronotypology: A Comparative Method for Analyzing Game Time." Games and Culture 15, no. 7 (May 13, 2019): 809–24. http://dx.doi.org/10.1177/1555412019845593.
Full textDi Paola, F., L. Inzerillo, and Y. Alognaa. "A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (August 22, 2019): 421–28. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-421-2019.
Full textDissertations / Theses on the topic "Video game approach"
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.
Full textVideo 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.
Ortiz, de Gortari A. B. "Exploring 'Game Transfer Phenomena' : a multimodal research approach for investigating video games' effects." Thesis, Nottingham Trent University, 2015. http://irep.ntu.ac.uk/id/eprint/27888/.
Full textWoo, Tack. "video game culture and interactivity; An exploration of digital interactive media through a metaphorical approach to video game culture." Thesis, University of Dundee, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.510624.
Full textGoujet, Raphaël. "Hero.coli : a video game empowering stealth learning of synthetic biology : a continuous analytics-driven game design approach." Thesis, Sorbonne Paris Cité, 2018. http://www.theses.fr/2018USPCB175.
Full textVideo games have demonstrated their value as a hobby and as a pedagogic tool, both in academic and professional fields. However, learning video games have to integrate pedagogical strategies and be fine-tuned to be efficient and adopted. Synthetic biology is an emerging field focusing on engineering living systems to achieve controlled functions. It shares concepts with crafting and engineering games. We designed the first synthetic biology crafting game, named Hero.Coli, for popularization and learning. In order to engage both forced and voluntary users, ie students and citizens, our main pedagogical strategy is stealth learning. This means creating an educational game with no interruption in the experience - due to explicit learning or assessment phases -, mimicking successful mainstream games. I used embedded analytics to continuously refine this new pedagogical tool, by spotting the bottlenecks and issues in level design, the eventual misconceptions revealed in posttests, and the learning successes. I validated the usefulness of the game by comparing pre- and posttests of players (n=89). I found an average of 32 percentage point increase between pretest and posttest correct answer rate per question. The higher achievements stemmed mainly from higher-order thinking questions as compared to lexical questions. This is in line with our expectation from the chosen stealth learning strategy, which prioritizes function - game mechanics - over lexicon. I then correlated different user tracking parameters to their posttest scores. Lastly, by analyzing surveys, we also revealed that interest in biology is more critical than education to explain the variance in learning. These results could lead to future adaptive learning improvements including user-tailored feedbacks, in-game or in-class. Overall, the Hero.coli framework facilitates future implementations of game-based learning solutions by exemplifying a methodological approach of game development: design, tracking and analytics, quick iteration and testing, and final evaluation
Bomström, H. (Henri). "Improving video game designer workflow in procedural content generation-based game design:a design science approach." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201812063237.
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 textTiryakioglu, Nevsal. "A Theoretical Study of the Interactive Communication Process in Video Game Playing: A Symbolic Interactionist Approach." TopSCHOLAR®, 2001. http://digitalcommons.wku.edu/theses/642.
Full textAcarsoy, Sara Nil. "Effects of interactivity on narrative-driven games : A heuristic approach for narrative-driven games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19844.
Full textMathonat, Romain. "Rule discovery in labeled sequential data : Application to game analytics." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEI080.
Full textIt is extremely useful to exploit labeled datasets not only to learn models and perform predictive analytics but also to improve our understanding of a domain and its available targeted classes. The subgroup discovery task has been considered for more than two decades. It concerns the discovery of rules covering sets of objects having interesting properties, e.g., they characterize a given target class. Though many subgroup discovery algorithms have been proposed for both transactional and numerical data, discovering rules within labeled sequential data has been much less studied. In that context, exhaustive exploration strategies can not be used for real-life applications and we have to look for heuristic approaches. In this thesis, we propose to apply bandit models and Monte Carlo Tree Search to explore the search space of possible rules using an exploration-exploitation trade-off, on different data types such as sequences of itemset or time series. For a given budget, they find a collection of top-k best rules in the search space w.r.t chosen quality measure. They require a light configuration and are independent from the quality measure used for pattern scoring. To the best of our knowledge, this is the first time that the Monte Carlo Tree Search framework has been exploited in a sequential data mining setting. We have conducted thorough and comprehensive evaluations of our algorithms on several datasets to illustrate their added-value, and we discuss their qualitative and quantitative results. To assess the added-value of one or our algorithms, we propose a use case of game analytics, more precisely Rocket League match analysis. Discovering interesting rules in sequences of actions performed by players and using them in a supervised classification model shows the efficiency and the relevance of our approach in the difficult and realistic context of high dimensional data. It supports the automatic discovery of skills and it can be used to create new game modes, to improve the ranking system, to help e-sport commentators, or to better analyse opponent teams, for example
Rörlien, Viktor, and Nils Brundin. "Mixed-initiative Puzzle Design Tool for Everyone Must Die." Thesis, Malmö universitet, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43258.
Full textBooks on the topic "Video game approach"
András, Lukács, ed. Utopic dreams and apocalyptic fantasies: Critical approaches to researching video game play. Lanham, Md: Rowman & Littlefield Publishers, 2010.
Find full textChris, Klug, ed. Interactive storytelling for video games: A player-centered approach to creating memorable characters and stories. Burlington, MA: Focal Press, 2011.
Find full textDubanov, Aleksandr. Simulation of pursuit and parallel approach methods in pursuit problems. ru: Publishing Center RIOR, 2021. http://dx.doi.org/10.29039/02071-5.
Full textFranz, Barbara. Immigrant youth, hip hop, and online games: Alternative approaches to the inclusion of working-class and second generation migrant teens. Lanham: Lexington Books, 2015.
Find full textGuynes, Sean, and Dan Hassler-Forest, eds. Star Wars and the History of Transmedia Storytelling. NL Amsterdam: Amsterdam University Press, 2017. http://dx.doi.org/10.5117/9789462986213.
Full textauthor, Sharp John 1967, ed. Games, design and play: A detailed approach to iterative game design. Addison-Wesley Professional, 2016.
Find full textKerins, Mark. Multichannel Gaming and the Aesthetics of Interactive Surround. Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.014.
Full textDisruptive Development: A New Approach to Making Games. Taylor & Francis Group, 2017.
Find full textChildren, Gender, Video Games: Towards a Relational Approach to Multimedia. Palgrave Macmillan, 2007.
Find full textBook chapters on the topic "Video game approach"
Bessell, David. "An Auto-Ethnographic Approach to Creating the Emotional Content of Horror Game Soundtracking." In Emotion in Video Game Soundtracking, 39–50. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-72272-6_5.
Full textToh, 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 textFraser, James, Michael Katchabaw, and Robert E. Mercer. "An Experimental Approach to Identifying Prominent Factors in Video Game Difficulty." In Lecture Notes in Computer Science, 270–83. Cham: Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-03161-3_19.
Full textSakakibara, Ami, and Hiroshi Hosobe. "A Video Game-Like Approach to Supporting Novices in Learning Programming." In Learning and Collaboration Technologies: Games and Virtual Environments for Learning, 84–93. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77943-6_6.
Full textBalabanov, Kristiyan, and Doina Logofătu. "Developing a General Video Game AI Controller Based on an Evolutionary Approach." In Intelligent Information and Database Systems, 315–26. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-14799-0_27.
Full textLiu, Zhe, Chen Liao, and Pilsung Choe. "An Approach of Indoor Exercise: Kinect-Based Video Game for Elderly People." In Cross-Cultural Design, 193–200. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07308-8_19.
Full textMiranda, Maximiliano, Antonio A. Sánchez-Ruiz, and Federico Peinado. "A CBR Approach for Imitating Human Playing Style in Ms. Pac-Man Video Game." In Case-Based Reasoning Research and Development, 292–308. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01081-2_20.
Full textAndringa, Ronald, and Walter R. Boot. "Video Games." In Theory-Driven Approaches to Cognitive Enhancement, 199–210. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57505-6_14.
Full textToh, Weimin. "Video Games as Ludonarrative." In A Multimodal Approach to Video Games and the Player Experience, 224–41. New York : Routledge, 2017. | Series: Routledge studies in multimodality ; 26: Routledge, 2018. http://dx.doi.org/10.4324/9781351184779-12.
Full textWilliams, Duncan. "An Overview of Emotion as a Parameter in Music, Definitions, and Historical Approaches." In Emotion in Video Game Soundtracking, 7–16. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-72272-6_2.
Full textConference papers on the topic "Video game approach"
Rinaldi, Daniel, and Ridi Ferdiana. "Video game seizure rating: A qualitative approach to measure photosensitive seizures on a video game." In 2016 8th International Conference on Information Technology and Electrical Engineering (ICITEE). IEEE, 2016. http://dx.doi.org/10.1109/iciteed.2016.7863312.
Full textChisci, L., F. Papi, T. Pecorella, and R. Fantacci. "An Evolutionary Game Approach to P2P Video Streaming." In GLOBECOM 2009 - 2009 IEEE Global Telecommunications Conference. IEEE, 2009. http://dx.doi.org/10.1109/glocom.2009.5425512.
Full textAn, Haeng-A., and Jinho Park. "A Lagrangian Approach on Video based Fluid Animation." In Art, Culture, Game, Graphics, Broadcasting and digital Contents 2015. Science & Engineering Research Support soCiety, 2015. http://dx.doi.org/10.14257/astl.2015.87.05.
Full textAlonso, Eloi, Maxim Peter, David Goumard, and Joshua Romoff. "Deep Reinforcement Learning for Navigation in AAA Video Games." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/294.
Full textZafar, Adeel, Hasan Mujtaba, Sohrab Ashiq, and Mirza Omer Beg. "A Constructive Approach for General Video Game Level Generation." In 2019 11th Computer Science and Electronic Engineering (CEEC). IEEE, 2019. http://dx.doi.org/10.1109/ceec47804.2019.8974328.
Full textMehdikhani, Mehdi, and Mohammad Amin Fahami. "A model free approach to general video game playing." In 2017 IEEE 4th International Conference on Knowledge-Based Engineering and Innovation (KBEI). IEEE, 2017. http://dx.doi.org/10.1109/kbei.2017.8324931.
Full textGuzdial, Matthew, Boyang Li, and Mark O. Riedl. "Game Engine Learning from Video." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/518.
Full textValero Solis, Susana. "Identification of phenotypes in video games addiction: a person-centered approach." In 22° Congreso de la Sociedad Española de Patología Dual (SEPD) 2020. SEPD, 2020. http://dx.doi.org/10.17579/sepd2020p093.
Full textPadilla-Zea, Natalia, Patricia Paderewski, Francisco L. Gutierrez Vela, and Rafael Lopez-Arcos. "Personalizing video game-based learning processes: An agent-based approach." In 2013 8th Computing Colombian Conference (8CCC). IEEE, 2013. http://dx.doi.org/10.1109/colombiancc.2013.6637510.
Full textSnodgrass, Sam, and Santiago Ontañón. "Player Movement Models for Video Game Level Generation." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/105.
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