Academic literature on the topic 'Video game classification'
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Journal articles on the topic "Video game classification"
Clarke, Rachel Ivy, Jin Ha Lee, and Neils Clark. "Why Video Game Genres Fail." Games and Culture 12, no. 5 (July 6, 2015): 445–65. http://dx.doi.org/10.1177/1555412015591900.
Full textTunnel, Raimond-Hendrik, and Ulrich Norbisrath. "Classification of Video Games Bachelor’s Curricula." Journal of Education and Learning 12, no. 2 (February 13, 2023): 39. http://dx.doi.org/10.5539/jel.v12n2p39.
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 textHafeez, Tehmina, Sanay Muhammad Umar Saeed, Aamir Arsalan, Syed Muhammad Anwar, Muhammad Usman Ashraf, and Khalid Alsubhi. "EEG in game user analysis: A framework for expertise classification during gameplay." PLOS ONE 16, no. 6 (June 18, 2021): e0246913. http://dx.doi.org/10.1371/journal.pone.0246913.
Full textAndreu-Perez, Ana R., Mehrin Kiani, Javier Andreu-Perez, Pratusha Reddy, Jaime Andreu-Abela, Maria Pinto, and Kurtulus Izzetoglu. "Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses." Brain Sciences 11, no. 1 (January 14, 2021): 106. http://dx.doi.org/10.3390/brainsci11010106.
Full textChądzyńska, Dominika, and Dariusz Gotlib. "Maps in video games – range of applications." Polish Cartographical Review 47, no. 3 (September 1, 2015): 137–45. http://dx.doi.org/10.1515/pcr-2015-0011.
Full textHollett, Ross, Sian Tomkinson, Sam Illingworth, Brad Power, and Tauel Harper. "Evidence that digital game players neglect age classification systems when deciding which games to play." PLOS ONE 17, no. 2 (February 22, 2022): e0263560. http://dx.doi.org/10.1371/journal.pone.0263560.
Full textMitrović, Biljana. "Ludology and narratology: Legend about the battle." Kultura, no. 168 (2020): 263–80. http://dx.doi.org/10.5937/kultura2068263m.
Full textBean, Anthony, and Natasha Pooran. "The Video Gamer Persona: A Five Factor Study Exploring Personality Elements of The Video Gamer." Journal of Psychology and Psychotherapy Research 9 (August 5, 2022): 121–49. http://dx.doi.org/10.12974/2313-1047.2022.09.7.
Full textBurdenko, E. V., and V. V. Shchepetov. "IMPACT OF THE COVID - 19 PANDEMIC ON THE GLOBAL VIDEO GAMES MARKET." International Trade and Trade Policy 7, no. 1 (March 26, 2021): 36–51. http://dx.doi.org/10.21686/2410-7395-2021-1-36-5.
Full textDissertations / Theses on the topic "Video game classification"
Ross, Julie. "Video game classification in Australia : Does it enable parents to make informed game choices for their children." Thesis, Federation Business School, 2016. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/160416.
Full textDoctor of Philosophy
Schubert, Stefan. "Objectivism, narrative agency, and the politics of choice in the video game BioShock." Poetics of politics : textuality and social relevance in contemporary American literature and culture / Sebastian M. Herrmann [Hrsg.] ... Heidelberg : Winter, 2015. S. 271-289. ISBN 978-3-8253-6447-2, 2015. https://ul.qucosa.de/id/qucosa%3A14847.
Full textLewis, Stacey. "VideoTag : encouraging the effective tagging of internet videos through tagging games." Thesis, University of Wolverhampton, 2014. http://hdl.handle.net/2436/621745.
Full textLange, Andreas. "Der Computer schlägt zurück: Wege zum Heimvideospiel der 1970er Jahre." Technische Universität Dresden, 2006. https://tud.qucosa.de/id/qucosa%3A27816.
Full textPietschmann, Daniel, and Robert Piehler. "Grundlagen, Funktionen, Empirie und Anwendungen von Social Presence in spielbasierten Lernumgebungen." Thesis, Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200800703.
Full textBaker, Michelle Mary. "Policing Publications: Sites of Censorship Classification Enforcement in New Zealand." Thesis, University of Canterbury. Sociology and Anthropology, 2006. http://hdl.handle.net/10092/916.
Full textNejepínský, Adam. "Monetizace vysokorozpočtových herních titulů." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162628.
Full textRichter, Angelika. "Klassifikationen von Computerspielen." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4390/.
Full textClassifications of computer games is concerned with the terms that are used to label computer games for classificatory purposes. A representative selection of such classification models, that covers the works of designers, journalists, pedagogues, laymen and explicit computer game researchers, are introduced and assessed with regard to their ability to classify specific games unambiguously. Two essentially different approaches to this problem are identified: “categorizations” establish rigid categories to which single games are to be assigned unambiguously, while “typologies” examine and classify single elements of games and not games as a whole. Both methods are analysed and their advantages and disadvantages are shown. As it becomes obvious that classifying computer games is highly dependent on the respective basic understanding of what a computer game is, the study of the classification models is preceded by an overview which discusses four chosen aspects as examples of this problematic definition.
Chaves, Francisco Miguel Duarte Pinheiro Ramos. "Video game success and consumer acceptance: a sentiment classification of gamer reviews." Master's thesis, 2019. http://hdl.handle.net/10362/93010.
Full textGaming is a multi‐billion industry made of the same principles that guide information systems. The reception of a video game is influenced by the online community. Still video games have yet to hit their real peak as far as design and technology come to and the reasons that lead to its success remain unclear. The goal of this study is to uncover the causes that lead to the success of a video game through the DeLone and McLean success model following a text mining approach using online gamer reviews. Whereas earlier researches focus on surveys, this study uses a text mining approach to analyze reviewers’ opinions combined with structural equation modelling (SEM) without the need of conducting surveys and follows an information systems (IS) success model to understand the success reasons of video games. Therefore, this study contributes by adopting a new methodology, revealing a path of research that can be expanded to the validation of any theoretical model for which there is online reviews available. The results reveal the greater effect of information, system qualities over service quality regarding use. We found that information, system qualities and user satisfaction play positively influential roles in video game success. Additionally, our study also contributes to a wider understanding of the determinants of video game adoption. Especially that user satisfaction has a greater impact as a success factor of a video game than usage.
Chang, An-Nan, and 張安男. "Video Shot Analysis and Semantic Classification for the Baseball Game." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/40959685465905392417.
Full text國立清華大學
電機工程學系
87
In this thesis, we propose a system to analyze and classify the video shot of baseball game. Our system classifies the shots of the baseball program into the eight categories: (1) The close-up shots for home team player, (2) The close-up shots for visit team player, (3) The close-up shots for the runner, (4) The pitching and battering shots, (5) The shots of a bird's eye view, (6) The fielding shots, and ,(7) The shots of a home run or a foul ball, (8) The shots for player portrait, (9) others. Our system consists of top-down and bottom-up approach. The top-down approach generates the shot analysis graph representing the context of the shot, where the bottom-up approach provides the engines to extract the attributes for the operation of the graph. We have developed a generalized system that can be used for analyzing different types of video. Our system not only deals with the specific ideal shots, but also meets the two requirements: extensibility and flexibility.
Book chapters on the topic "Video game classification"
Eichelbaum, Jeremias, Ronny Hänsch, and Olaf Hellwich. "Classification of Icon Type and Cooldown State in Video Game Replays." In Lecture Notes in Computer Science, 227–34. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-93000-8_26.
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 textNielsen, Rune Kristian Lundedal. "Gaming Disorder - a "lousy" and "meaningless" label." In Mental Health | Atmospheres | Video Games, 21–34. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-004.
Full textJeong, Eui Jun, and Dan J. Kim. "Definitions, Key Characteristics, and Generations of Mobile Games." In Mobile Computing, 289–95. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch026.
Full text"A Classification of Video Games and Players." In Advances in Library and Information Science, 1–21. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8175-0.ch001.
Full textMills, Devin J., Jessica Mettler, Michael J. Sornberger, and Nancy L. Heath. "Adolescent Problematic Gaming and Domain-Specific Perceptions of Self." In Multigenerational Online Behavior and Media Use, 1433–48. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7909-0.ch077.
Full textOzer, Burak, Tiehan Lv, and Wayne Wolf. "Human Body Part Classification and Activity Recognition for Real-Time Systems." In Encyclopedia of Information Science and Technology, First Edition, 1349–54. IGI Global, 2005. http://dx.doi.org/10.4018/978-1-59140-553-5.ch238.
Full textChen, Hua-Tsung, Wen-Jiin Tsai, and Suh-Yin Lee. "Sports Information Retrieval for Video Annotation." In Multimedia Storage and Retrieval Innovations for Digital Library Systems, 59–84. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0900-6.ch004.
Full textBayousuf, Abeer, Hend S. Al-Khalifa, and Abdulmalik Al-Salman. "Haptics-Based Systems Characteristics, Classification, and Applications." In Advanced Methodologies and Technologies in Artificial Intelligence, Computer Simulation, and Human-Computer Interaction, 778–94. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7368-5.ch058.
Full textLópez Bernal, Sergio, Alberto Huertas Celdrán, and Gregorio Martínez Pérez. "Cybersecurity Risks Associated With Brain-Computer Interface Classifications." In Advances in Malware and Data-Driven Network Security, 236–59. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-7789-9.ch013.
Full textConference papers on the topic "Video game classification"
Zadtootaghaj, Saman, Steven Schmidt, Nabajeet Barman, Sebastian Moller, and Maria G. Martini. "A Classification of Video Games based on Game Characteristics linked to Video Coding Complexity." In 2018 16th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 2018. http://dx.doi.org/10.1109/netgames.2018.8463434.
Full textS. Cruz, Alexandre C., Thaís G. do Rêgo, Telmo de M. Filho, and Yuri Malheiros. "League of Legends: An Application of Classification Algorithms to Verify the Prediction Importance of Main In-Game Variables." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19662.
Full textZhan, Yue, and Michael S. Hsiao. "Multi-Label Classification on Natural Language Sentences for Video Game Design." In 2019 IEEE International Conference on Humanized Computing and Communication (HCC). IEEE, 2019. http://dx.doi.org/10.1109/hcc46620.2019.00016.
Full textRatna Shakya, Sarbagya, Chaoyang Zhang, and Zhaoxian Zhou. "Basketball-51: A Video Dataset for Activity Recognition in the Basketball Game." In 11th International Conference on Computer Science and Information Technology (CCSIT 2021). AIRCC Publishing Corporation, 2021. http://dx.doi.org/10.5121/csit.2021.110712.
Full textIshaque, Syem, Alice Rueda, Binh Nguyen, Naimul Khan, and Sridhar Krishnan. "Physiological Signal Analysis and Classification of Stress from Virtual Reality Video Game." In 2020 42nd Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC) in conjunction with the 43rd Annual Conference of the Canadian Medical and Biological Engineering Society. IEEE, 2020. http://dx.doi.org/10.1109/embc44109.2020.9176110.
Full textMilani, S., and G. Calvagno. "A game theory based classification for distributed downloading of multiple description coded video." In 2009 16th IEEE International Conference on Image Processing ICIP 2009. IEEE, 2009. http://dx.doi.org/10.1109/icip.2009.5414495.
Full textAntoine Moinnereau, Marc, Tiago Henrique Falk, and Alcyr Alves De Oliveira. "Measuring Human Influential Factors During VR Gaming at Home: Towards Optimized Per-User Gaming Experiences." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002056.
Full textMansurova, S. E. "CREATION OF ELECTRONIC EDUCATIONAL RESOURCES IN THE UNIVERSITY LIBRARY." In Dynamics of library and information support for education, science and culture. Omsk State Technical University, 2022. http://dx.doi.org/10.25206/978-5-8149-3568-7-2022-79-91.
Full textThurau, C., T. Hettenhausen, and C. Bauckhage. "Classification of Team Behaviors in Sports Video Games." In 18th International Conference on Pattern Recognition (ICPR'06). IEEE, 2006. http://dx.doi.org/10.1109/icpr.2006.370.
Full textBeveridge, Ryan, David Marshall, Shane Wilson, and Damien Coyle. "Classification effects on Motion-Onset Visual Evoked Potentials using commercially available video games." In 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015. http://dx.doi.org/10.1109/cgames.2015.7272958.
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