Academic literature on the topic 'Video game classification'

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Journal articles on the topic "Video game classification"

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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.

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This article explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classification and conceptualization and the implications for video games. Suggestions for improved conceptualizations such as family resemblances, prototype theory, faceted classification, and appeal factors for video game genres are considered, with discussions of strengths and weaknesses. This analysis helps inform potential future practical applications for describing video games at cultural heritage institutions such as libraries, museums, and archives, as well as furthering the understanding of video game genre and genre classification for game studies at large.
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Tunnel, 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.

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As in any professional field, aspiring video game artists, designers, and developers must acquire the necessary skills and knowledge for a successful career. Higher education institutions offer varying video game Bachelor’s degree programs to meet the diverse needs of the industry. Our objective in this study was to explore these curricula to gain insight into and understanding of the contemporary video game higher education landscape. We explored 113 Bachelor’s degree curricula in Europe that had publicly available information in English about their courses. We classified the courses within each curriculum using ten devised classifiers based on the IGDA Curriculum Framework 2008 but modified them to suit our interests. The content of the classified curricula was then used to create curriculum profiles – data vectors that characterize a curriculum based on its contents. These profiles allowed for hierarchical clustering and principal component analysis (PCA) to identify and investigate the three common types of video game curricula: video game art, interdisciplinary video game design, and video game technology/programming. Our results indicate that art and programming curricula are highly specialized, with clear distinctions in yielding Bachelor of Arts and Bachelor of Science degrees. Curricula focused on interdisciplinary video game design do not have such clear distinctions in the degree titles and content specialization. They are more varied in their profiles and tend to bridge the gap between art and programming curricula, reflecting the interdisciplinary nature of game design as a profession. Compared to results from previous studies, we found that contemporary curricula place a greater emphasis on graduation projects, internships, and soft skills. Our findings provide an overview of the current state of higher education in video games, which may prove helpful for those working with or interested in these curricula.
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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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Hafeez, 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.

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Video games have become a ubiquitous part of demographically diverse cultures. Numerous studies have focused on analyzing the cognitive aspects involved in game playing that could help in providing an optimal gaming experience by improving video game design. To this end, we present a framework for classifying the game player’s expertise level using wearable electroencephalography (EEG) headset. We hypothesize that expert and novice players’ brain activity is different, which can be classified using frequency domain features extracted from EEG signals of the game player. A systematic channel reduction approach is presented using a correlation-based attribute evaluation method. This approach lead us in identifying two significant EEG channels, i.e., AF3 and P7, among fourteen channels available in Emotiv EPOC headset. In particular, features extracted from these two EEG channels contributed the most to the video game player’s expertise level classification. This finding is validated by performing statistical analysis (t-test) over the extracted features. Moreover, among multiple classifiers used, K-nearest neighbor is the best classifier in classifying game player’s expertise level with a classification accuracy of up to 98.04% (without data balancing) and 98.33% (with data balancing).
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Andreu-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.

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With an increase in consumer demand of video gaming entertainment, the game industry is exploring novel ways of game interaction such as providing direct interfaces between the game and the gamers’ cognitive or affective responses. In this work, gamer’s brain activity has been imaged using functional near infrared spectroscopy (fNIRS) whilst they watch video of a video game (League of Legends) they play. A video of the face of the participants is also recorded for each of a total of 15 trials where a trial is defined as watching a gameplay video. From the data collected, i.e., gamer’s fNIRS data in combination with emotional state estimation from gamer’s facial expressions, the expertise level of the gamers has been decoded per trial in a multi-modal framework comprising of unsupervised deep feature learning and classification by state-of-the-art models. The best tri-class classification accuracy is obtained using a cascade of random convolutional kernel transform (ROCKET) feature extraction method and deep classifier at 91.44%. This is the first work that aims at decoding expertise level of gamers using non-restrictive and portable technologies for brain imaging, and emotional state recognition derived from gamers’ facial expressions. This work has profound implications for novel designs of future human interactions with video games and brain-controlled games.
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Chądzyńska, 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.

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Abstract The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.
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Hollett, 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.

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This article considers players’ experiences seeking out new games to play, and their use of the Australian National Classification Scheme in doing so. The global video game industry is booming, with hundreds of games being released each month across numerous platforms. As a result, players have an unprecedented number of games available when choosing what games to purchase. However, a number of confounding issues around the emergent content of games and the subjective nature of game reviewing makes it difficult to relate what kinds of experiences a given game will facilitate. In this study, we surveyed game players in order to find their game platform and acquisition preferences; strategies and experiences when choosing games; and attitudes towards classification systems. Our findings suggest that players find it difficult to choose what games to purchase, and that existing classification systems are mostly only beneficial when choosing games for minors.
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Mitrović, Biljana. "Ludology and narratology: Legend about the battle." Kultura, no. 168 (2020): 263–80. http://dx.doi.org/10.5937/kultura2068263m.

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The paper provides an overview and an analysis of the narratological and ludological approach to the study of video games and a review of the establishment of the fledgling field of game studies. The starting points of both theoretical positions, derived from the same literary theoretical corpus, are presented. The state of this discipline and the academic tensions in this field also indicate the ways in which academic community functions, as well as the mechanisms of their division or complication in the organizational and methodological plan. The ludological approach, which reduces the study of video games to the description and classification of rules and game mechanics, is regarded as reductionist, but also useful and applicable for understanding the specifics of video games. It is concluded that ludology, together with narratology and other academic disciplines in the field of humanities, forms a complete corpus of video game studies.
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Bean, 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.

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This research explored personality traits of video gamers utilizing the Big Five Inventory (BFI) totaling 19,416 video gamer participants across seven genres of video game play. The purpose was to uncover personality differences among the different preferred genres of video gamers. Different personality profiles were explored by employing t-tests and multivariate analysis of variance (MANOVA). Mapping of the BFI elements of video gamers across video game genres was conducted using latent profile analysis (LPA) to identify video gamer personality profiles, personality formations across preferred genres of play, examine the pattern of relationships among the variables, and to determine whether different personalities gravitate to specific genres of play. Results found four distinct and different personality profiles: Introversive, Extroversive, Secure Ambiversive, and Insecure Ambiversive; indicated no support for the different classification of video gamers possessing statistically different personality traits (i.e. causal, regular, hardcore); or different genres of video game play did have different personality types playing each genre. As such, evidence is provided for different personalities gravitating towards different genres of play and Carl Jung’s (1921) idea of the introversion/extroversion continuum. Limitations observed were some findings becoming statistically significant with small effect sizes and the BFI possibly not being nuanced enough to detect smaller personality traits. Strengths were the large participant base, generalizability of the study to the video gamer population, and this study providing a basis for personality playing a role in virtual worlds.
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Burdenko, 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.

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The article focuses on the analysis of the global video game industry. The structure of the gaming industry, which includes manufacturers from around the world, is considered. The study showed the controversial impact of the COVID-19 pandemic on the global video game industry. The units of the global video games industry affected by the introduction of quarantine measures and self-isolation have been highlighted: cancelation or postponement of the events to 2021. Among the positive changes are the following: increased sales of video games, an increase in the number of users and the number of hours of online games. During the research, general scientific methods were used: analysis, synthesis, classification, historical method. The quantitative method was used to analyze the dynamics of economic indicators of the global video game market. The graphical presentation made it possible to visualize the obtained data. The source of information during the research was monographs and articles of foreign and domestic scientists; data from analytical agencies in the field of video games in the world; Internet resources specializing in market analysis and consumer behavior; analytical data of the World Economic Forum, etc. The scientific novelty of the study consists in a comprehensive analysis of the gaming industry, which has not been conducted before, in the unprecedented conditions of the COVID-19 pandemic.
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Dissertations / Theses on the topic "Video game classification"

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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.

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If Australian video game classification does not warn of all classifiable elements, parents may be making game choices that inadvertently expose their child to content that may be deemed inappropriate. Research shows that classification in the United States of America (USA) does not always warn of all elements, and to date there has been no comparable research in Australia. This research explored issues surrounding video game classification in Australia, and whether parents feel that provides enough information for them to make informed game choices, by asking the following questions: 1. Does video game classification in Australia provide enough information for parents to make informed decisions about what games their children play? 2. What are the factors that may prevent parents from protecting children from inappropriate content in video games? To answer the first question, a content analysis compared the classification given to video games classified ‘MA15+’ in Australia during the years 2009 - 2010 with their overseas counterparts. Results showed that a substantial number of video games in Australia carry different classification information than those overseas. To answer the second question, a mixed-methods questionnaire surveyed parents of children who played video games to explore issues surrounding video game classification, and the role it plays when making game choices for children. A quasi-longitudinal process within the questionnaire explored the effect that more detailed information has on game choices. Results showed that some parents use classification to assist them with choosing games for their child, but when presented with more information some parents will make different choices. Factors which may prevent parents from protecting their child from inappropriate content in video games were also identified. The Protection Motivation Theory underpinning this research was modified to produce the Vigilant Protection Motivation Theory. Overall, this research suggests that parents in Australia may not have enough information to make appropriate game choices.
Doctor of Philosophy
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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.

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In this article, I investigate the video game BioShock for its political and cultural work and argue that it offers a popular platform to discuss the politically charged question of choice, both inside and outside the realm of video games. In a first section, I introduce the game’s basic plot and setting, propose a way to study how video games operate narratively, and briefly discuss the ‘political’ dimension of games in general. Afterwards, I look at how BioShock is influenced by Ayn Rand’s philosophy of objectivism, a philosophy that emphasizes the importance of individual choice and self-interest, and I trace this influence specifically in the game’s main antagonist, Andrew Ryan, and its setting, the underwater city of Rapture. With these elements as a basis, I analyze how BioShock engages with the politics of choice, focusing on a major twist scene in the game to demonstrate how BioShock deals with the question of choice on a metatextual level. Reading this scene in the context of the game’s overall narrative, specifically of moral choices in the game that lead to different endings, I argue that the game metatextually connects the political question of choice inherent in objectivism to the narrative and the playing of the game, pointing to the ambivalences inherent in questions of choice, agency, and free will.
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Lewis, Stacey. "VideoTag : encouraging the effective tagging of internet videos through tagging games." Thesis, University of Wolverhampton, 2014. http://hdl.handle.net/2436/621745.

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The tags and descriptions entered by video owners in video sharing sites are typically inadequate for retrieval purposes, yet the majority of video search still uses this text. This problem is escalating due to the ease with which users can self-publish videos, generating masses that are poorly labelled and poorly described. This thesis investigates how users tag videos and whether video tagging games can solve this problem by generating useful sets of tags. A preliminary study investigated tags in two social video sharing sites, YouTube and Viddler. YouTube contained many irrelevant tags because the system does not encourage users to tag their videos and does not promote tags as useful. In contrast, using tags as the sole means of categorisation in Viddler motivated users to enter a higher proportion of relevant tags. Poor tags were found in both systems, however, highlighting the need to improve video tagging. In order to give users incentives to tag videos, the VideoTag project in this thesis developed two tagging games, Golden Tag and Top Tag, and one non-game tagging system, Simply Tag, and conducted two experiments with them. In the first experiment VideoTag was a portal to play video tagging games whereas in the second experiment it was a portal to curate collections of special interest videos. Users preferred to tag videos using games, generating tags that were relevant to the videos and that covered a range of tag types that were descriptive of the video content at a predominately specific, objective level. Users were motivated by interest in the content rather than by game elements, and content had an effect on the tag types used. In each experiment, users predominately tagged videos using objective language, with a tendency to use specific rather than basic tags. There was a significant difference between the types of tags entered in the games and in Simply Tag, with more basic, objective vocabulary entered into the games and more specific, objective language entered into the non-game system. Subjective tags were rare but were more frequent in Simply Tag. Gameplay also had an influence on the types of tags entered; Top Tag generated more basic tags and Golden Tag generated more specific and subjective tags. Users were not attracted to use VideoTag by the games alone. Game mechanics had little impact on motivations to use the system. VideoTag used YouTube videos, but could not upload the tags to YouTube and so users could see no benefit for the tags they entered, reducing participation. Specific interest content was more of a motivator for use than games or tagging and that this warrants further research. In the current game-saturated climate, gamification of a video tagging system may therefore be most successful for collections of videos that already have a committed user base.
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Lange, Andreas. "Der Computer schlägt zurück: Wege zum Heimvideospiel der 1970er Jahre." Technische Universität Dresden, 2006. https://tud.qucosa.de/id/qucosa%3A27816.

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Pietschmann, 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.

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Genuine Forschungsdesigns zum Thema Social Presence in spielbasierten Lernumgebungen lagen bisher noch nicht im Fokus der Wissenschaft oder entsprechenden Forschungs‐ und Entwicklungsabteilungen der Hersteller von Game-Based-Learning-Software. Die vorhandenen Untersuchungen zu diesem Themenkomplex bezogen sich bislang entweder auf Social Presence in Computerspielen oder auf Social Presence in virtuellen Lernumgebungen, die nicht als Spiel umgesetzt worden sind. Spiel und Lernen wurden also bereits getrennt voneinander auf Social Presence untersucht, aber beide Konzepte empirisch noch nicht hinreichend zusammengebracht. Zukünftige Projekte müssen versuchen, diese Aspekte zu integrieren, um die Bedeutung von Social Presence im Kontext des spielbasierten Lernens valide einordnen zu können. Nachfolgend werden als Einführung zunächst Konzepte und Ergebnisse aus den Bereichen Social Presence im Videospiel und Social Presence beim Lernen vorgestellt, um im Anschluss daran erste Implikationen für die Gestaltung von GBL-Umgebungen abzuleiten.
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Baker, 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.

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This thesis focuses on the work of policing, regulating and monitoring of New Zealand public censorship classifications. It follows the processes and agents involved in the day-to-day practices of the enforcement of the classifications given to objects by the Office of Film and Literature Classification. Responsibility for the enforcement of the classification decisions of the Office is delegated to private agents and agencies involved in supplying audiences with classified media products - cinemas, video stores, bookstores and libraries. The thesis also documents enforcement undertaken directly by public agents of the Censorship Compliance Unit. In this case enforcement is concerned with unclassified publications circulating on the Internet. The thesis argues that the networks of agents assembled for the practices of enforcement evolve as the forms of media evolve or change. The thesis focuses on the modes of interaction between agents, media and publics enacted in the different sites of the cinema, the bookstore, the video store, the library and the Internet. It documents the work of enforcement involved in the purchase of images for a fixed period of time in the fixed site of the cinema; the purchase of books from the fixed site of the bookstore; the hire of video films and video games from the fixed site of the video store; and the borrowing of books and videos from the fixed site of the public library. It contrasts the work of enforcement in these different sites with the development of new work practices involved in the interactive, fluid and seemingly intangible yet still policed site of the Internet. It documents how the responsibilities for, and the practices of, enforcement shift between public sites of enforcement to the increasingly difficult public monitoring of the private consumption of images distributed through the media of the Internet. It pays attention to how different methods and strategies of enforcement have been developed in response to both the classification and consumption of the expanding variety of mobile media and the proliferation and consumption of images in the unclassified and fluid world of the Internet.
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Nejepínský, Adam. "Monetizace vysokorozpočtových herních titulů." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162628.

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The master thesis deals with the monetization of big-budget video game titles. For this purpose the attention is paid to the three basic areas, namely business models, specific video game marketing and piracy. The theoretical part of the thesis analyzes and describes these aspects and looks for their strengths and weaknesses. It creates a possible ways to monetize the big-budget video game titles as well as the theoretical framework which is necessary for the research. In our research the attention is paid to the results of the questionnaire investigation, which is focused on gamers opinions about the aspects of monetization described in theoretical part. Thanks to the research and theoretical part of the thesis the optimal way of the monetization of the big-budget video game title was created
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Richter, Angelika. "Klassifikationen von Computerspielen." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4390/.

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Klassifikationen von Computerspielen widmet sich den Begriffen, mit denen Computerspiele zu Klassifikationszwecken versehen werden. Eine repräsentative Auswahl an derartigen Klassifikationsmodellen, die die Arbeiten von Designern, Journalisten, Pädagogen, Laien und expliziten Computerspielforschern abdeckt, wird vorgestellt und hinsichtlich ihrer Anwendbarkeit zur eindeutigen Bestimmung konkreter Spiele bewertet. Dabei zeigen sich zwei grundlegend verschiedene Herangehensweisen an die Problematik: „Kategorisierungen“ stellen feste Kategorien auf, in die einzelne Spiel eindeutig einsortiert werden sollen, während „Typologien“ die einzelnen Elemente von Spielen untersuchen und klassifizieren. Beide Ansätze werden analysiert und ihre jeweiligen Vor- und Nachteile aufgezeigt. Da offensichtlich wird, dass die Klassifikation von Computerspielen in bedeutendem Maße vom jeweiligen zugrunde liegenden Verständnis davon, was ein „Computerspiel“ sei, abhängt, ist der Untersuchung der Klassifikationsmodelle eine Betrachtung dieser problematischen Begriffsdefinition vorangestellt, die beispielhaft an vier ausgewählten Aspekten durchgeführt wird.
Classifications 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.
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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.

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Dissertation presented as partial requirement for obtaining the Master’s degree in Information Management, with a specialization in Information Systems and Technologies Management
Gaming 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.
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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.

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碩士
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.
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Book chapters on the topic "Video game classification"

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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.

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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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Nielsen, 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.

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In this article, Rune K. L. Nielsen critically examines the World Health Organization's decision to include "Gaming Disorder" as a "disorder due to addictive behavior" in the International Classification of Diseases (ICD-11). Whether gaming should be recognized as an addictive behavior is hotly debated in the research community. Nielsen argues that the current debate is not likely to subside any time soon as both sides surprisingly agree that we don't know e.g., what Gaming Disorder is, what it looks like, how dangerous or problematic it is, or whether it is best understood as a disorder or as a symptom.
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Jeong, 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.

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In the emerging wireless environment of digital media communications represented as ubiquitous and convergence, rapid distribution of handheld mobile devices has brought the explosive growth of the mobile content market. Along with the development of the mobile content industry, mobile games supported by mobile features such as portability (mobility), accessibility (generality), and convenience (simplicity) have shown the highest growth rate in the world game market these days. In-Stat/MDR (2004) and Ovum (2004) expect that the mobile games’ annual growth rate between 2005 and 2009 will be around 50% in the United States and 30% in the world. According to KGDI (2005) and CESA (2005), compared to the rate of the whole game market (5%) of the world, it is about six times higher, and it exceeds the rate of video console (10%) and online games (25%). Mobile games thus are predicted to be one of the leading platforms in the world game market in 10 years’ time. In addition, as the competition among game companies has been enhanced with the convergence of game platforms, mobile games are being regarded as a breakthrough for the presently stagnant game market, which has focused on heavy users. However, due to the relative novelty of mobile games, there are a few visible barriers in the mobile game industry. First, definitions and terminologies and key characteristics related to mobile games are not clearly arranged as yet. Second, there is little research on the classification and development trends of mobile games. Therefore, this article is designed to contribute insights into these barriers in three ways. Firstly, the article provides narrow and broad definitions of mobile games. Secondly, key characteristics, platforms, and service types of mobile games are discussed. Finally, following the broad definition of mobile games, this article classifies mobile games as one to fourth generations and one pre-generation. Characteristics and examples of each generation are also presented.
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"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.

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Video games and players come in a variety of different forms, but are usually lumped together in a single group of “gamers” or “games.” This is a shortsighted view, especially in regards to research. Video games and players must be discussed in as much depth as possible to provide a foundation for being able to have a discussion about anything involving video games or the people that play them. The way video games are currently talked about needs to be observed and understood so that it can be improved. That way, individuals that play different kinds of games can be understood as more than just “gamers,” and the games they play can be understood for all of the nuance that they have.
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Mills, 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.

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Problematic video game use (PVGU) is an inability to meet personal and social responsibilities due to video gaming. It is estimated to affect 5 to 6% of adolescents. Research demonstrates greater video game engagement is associated with a poorer perception of self in several domains; however, the relation between PVGU and self-perception has not yet been examined. The present study explored this association using a sample of 758 Grade 7 adolescents (55.1% Female; Mage = 12.34 years; SD = 0.49 years). Results revealed greater PVGU to be associated with a poorer perception of self within the behavioural conduct and close friendship domains. Similar differences emerged when examining reports of self-perception across the PVGU classifications (i.e., None, Minimal, At-Risk, Problematic). Unexpectedly, two interactions between gender and PVGU classifications were observed for the behavioural conduct and self-worth domains of self-perception. The discussion addresses the implications of these findings and points to areas of future research.
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Ozer, 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.

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Recent advances in camera and storage systems along with increased algorithmic and computational power of 3D graphics hardware are main factors driving the increased popularity of multicamera applications. Since prices continue to drop on components, cost-effective systems can be developed for a wide range of applications such as teleimmersion, humanoid robots systems, automated video surveillance, and interactive video games.
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Chen, 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.

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The rapid evolution of digital equipments has led to the explosive proliferation of multimedia data in education, entertainment, sport and various applications. The development of automatic or semi-automatic systems and tools for digital content analysis and understanding becomes compelling. As important multimedia content, sports video has been attracting increasing attention due to commercial benefits, entertaining functionalities and audience requirements. Much research on shot classification, highlight extraction and event detection in sports video has been done to provide interactive video viewing systems for quick browsing, indexing and summarization. More keenly than ever, the audience desires professional insights into the games. The coach and players demand automatic tactics analysis and performance evaluation with the aid of multimedia information retrieval technologies. Therefore, sports video analysis is certainly a research issue worth investigation. In this paper, we review current research and give an insight into sports video analysis.
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Bayousuf, 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.

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Haptics-based systems have had a significant impact in a variety of fields, such as surgical simulation, rehabilitation, technology designed to help the blind and visually impaired, education and training, entertainment and leisure activities such as video games, art and design, online consumer activity, security, and mobile phones. Despite this, haptics-based applications are still in their infancy, and their development is ongoing. In this chapter, the authors present the concept of haptics, its characteristics, classification, and applications. Thus, the outline of the chapter is as follows: Section 2 defines the concept of haptics. Section 3 presents the components of haptics-based system architecture in a virtual environment. Section 4 provides the characteristics and classification of haptic devices. Section 5 presents examples of haptics-based systems in different areas. Finally, Section 6 concludes the chapter with future research directions.
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López 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.

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Brain-computer interfaces (BCIs) have experienced a considerable evolution in the last decade, expanding from clinical scenarios to sectors such as entertainment or video games. Nevertheless, this popularization makes them a target for cyberattacks like malware. Current literature lacks comprehensive works focusing on cybersecurity applied to BCIs and, mainly, publications performing a rigorous analysis of the risks and weaknesses that these interfaces present. If not studied properly, these potential vulnerabilities could dramatically impact users' data, service availability, and, most importantly, users' safety. Because of that, this work introduces an evaluation of the risk that each BCI classification already defined in the literature presents to raise awareness between the readers of this chapter about the potential threat that BCIs can generate in the next years if comprehensive measures, based on standard mechanisms, are not adopted. Moreover, it seeks to alert academic and industrial stakeholders about the impact these risks could have on future BCI hardware and software.
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Conference papers on the topic "Video game classification"

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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.

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S. 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.

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League of Legends is currently one of the most popular video games with a competitive scene involving regional and international tournaments. In this paper, we predict the result of competitive matches using information about games played between the years 2016 and 2020 in the most well-known regional and international leagues, such as the Brazilian League of Legends Championship and League of Legends Pro League. We used several different approaches to train our models based on different variable categories. First, we used economic variables registered in the first 10 and 15 minutes of each match. Then we considered variables that change only from the beginning to the end of the game and do not suffer interference before and after the game. The accuracy of classifiers such as KNearest Neighbors, Random Forest, and Decision Tree varied from 68.33% to 85.17%, depending on which variables were used to train the models.
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Zhan, 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.

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Ratna 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.

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In recent years, there has been an increase in the association of technology in sports and live sports broadcasting networks. From score updates, broadcasting commercials, assisting referees for decision making, and minimizing errors, the adoption of technology has been used for fair play and improve results. This has been possible with the advancement in video analysis, classification techniques, and the availability of resources. This paper introduces a new labelled video dataset collected from a live basketball game broadcasted on live TV to determine the type of basket scored in the basketball game. Among different shots, the points the player can score are basically of three types: 3 points, 2 points, which depends on the range of shots taken and 1 point which is the free shots taken after a foul. This dataset consists of labelled video clips collected from the live broadcast of the game from the broadcasting medium to classify different scoring activities. This paper also gives the preliminary analysis of the dataset for different class labels using 3D ConvNet and two-stream 3D ConvNet methods to show the complexity of the dataset.
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Ishaque, 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.

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Milani, 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.

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Antoine 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.

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It is known that human influential factors (HIFs, e.g., sense of presence/immersion; attention, stress, and engagement levels; fun factors) play a crucial role in the gamer’s perceived immersive media experience [1]. To this end, recent research has explored the use of affective brain-/body-computer interfaces to monitor such factors [2, 3]. Typically, studies have been conducted in laboratory settings and have relied on research-grade neurophysiological sensors. Transferring the obtained knowledge to everyday settings, however, is not straightforward, especially since it requires cumbersome and long preparation times (e.g., placing electroencephalography caps, gel, test impedances) which could be overwhelming for gamers. To overcome this limitation, we have recently developed an instrumented “plug-and-play” virtual reality head-mounted display (termed iHMD) [4] which directly embeds a number of dry ExG sensors (electroencephalography, EEG; electrocardiography, ECG; electromyography, EMG; and electrooculography, EoG) into the HMD. A portable bioamplifier is used to collect, stream, and/or store the biosignals in real-time. Moreover, a software suite has been developed to automatically measure signal quality [5], enhance the biosignals [6, 7, 8], infer breathing rate from the ECG [9], and extract relevant HIFs from the post-processed signals [3, 10, 11]. More recently, we have also developed companion software to allow for use and monitoring of the device at the gamer’s home with minimal experimental supervision, hence exploring its potential use truly “in the wild”. The iHMD, VR controllers, and a laptop, along with a copy of the Half-Life: Alyx videogame, were dropped off at the homes of 10 gamers who consented to participate in the study. All public health COVID-19 protocols were followed, including sanitizing the iHMD in a UV-C light chamber and with sanitizing wipes 48h prior to dropping the equipment off. Instructions on how to set up the equipment and the game, as well as a google form with a multi-part questionnaire [12] to be answered after the game were provided via videoconference. The researcher remained available remotely in case any participant questions arose, but otherwise, interventions were minimal. Participants were asked to play the game for around one hour and none of the participants reported cybersickness. This paper details the obtained results from this study and shows the potential of measuring HIFs from ExG signals collected “in the wild,” as well as their use in remote gaming experience monitoring. In particular, we will show the potential of measuring gamer engagement and sense of presence from the collected signals and their influence on overall experience. The next steps will be to use these signals and inferred HIFs to adjust the game in real-time, thus maximizing the experience for each individual gamer.References[1] Perkis, A., et al, 2020. QUALINET white paper on definitions of immersive media experience (IMEx). arXiv preprint arXiv:2007.07032.[2] Gupta, R., et al, 2016. Using affective BCIs to characterize human influential factors for speech QoE perception modelling. Human-centric Computing and Information Sciences, 6(1):1-19.[3] Clerico, A., et al, 2016, Biometrics and classifier fusion to predict the fun-factor in video gaming. In IEEE Conf Comp Intell and Games (pp. 1-8).[4] Cassani, R., et al 2020. Neural interface instrumented virtual reality headsets: Toward next-generation immersive applications. IEEE SMC Mag, 6(3):20-28.[5] Tobon, D. et al, 2014. MS-QI: A modulation spectrum-based ECG quality index for telehealth applications. IEEE TBE, 63(8):1613-1622.[6] Tobón, D. and Falk, T.H., 2016. Adaptive spectro-temporal filtering for electrocardiogram signal enhancement. IEEE JBHI, 22(2):421-428.[7] dos Santos, E., et al, 2020. Improved motor imagery BCI performance via adaptive modulation filtering and two-stage classification. Biomed Signal Proc Control, Vol. 57.[8] Rosanne, O., et al, 2021. Adaptive filtering for improved EEG-based mental workload assessment of ambulant users. Front. Neurosci, Vol.15.[9] Cassani, R., et al, 2018. Respiration rate estimation from noisy electrocardiograms based on modulation spectral analysis. CMBES Proc., Vol. 41.[10] Tiwari, A. and Falk, T.H., 2021. New Measures of Heart Rate Variability based on Subband Tachogram Complexity and Spectral Characteristics for Improved Stress and Anxiety Monitoring in Highly Ecological Settings. Front Signal Proc, Vol.7.[11] Moinnereau, M.A., 2020, Saccadic Eye Movement Classification Using ExG Sensors Embedded into a Virtual Reality Headset. In IEEE Conf SMC, pp. 3494-3498.[12] Tcha-Tokey, K., et al, 2016. Proposition and Validation of a Questionnaire to Measure the User Experience in Immersive Virtual Environments. Intl J Virtual Reality, 16:33-48.
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Mansurova, 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.

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The type structure of Electronic Educational Resources (EER) created for students, research and educational employees is considered. The development trends in the digital services of online education are presented. Open access educational materials on websites of the University libraries are analysed. A large amount of factual materials with educational content have been collected and three most common groups of EER have been identified: video-, text- and visual materials. It was found that some types of digital educational content, such as mind maps, animation, educational video games, stop motion videos, computer simulators etc., are almost not presented on the websites of the University libraries although they have significant potential for the modern educational process. The relevance of libraries' EER to the development trends in the digital services of online education is analyzed. The directions in EER development, requiring the attention of library specialists, are determined as follows: modernization of terminology and classification of EER; their verification; the enhancement of the professional competence of employees for improvement of the quality of educational materials; collaboration with the providers of tools and resources for creating educational materials.
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Thurau, 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.

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Beveridge, 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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