Academic literature on the topic 'Video game creation'

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Journal articles on the topic "Video game creation"

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Trepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.

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Based on the model of complex entertainment experiences ( Vorderer, Klimmt, & Ritterfeld, 2004 ), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) are hypothesized to influence game enjoyment. Avatar-player similarity was hypothesized to determine identification with the avatar, which in turn was suggested to enhance the enjoyment experience. In a quasi-experimental study, (N = 666) participants were asked to choose the personality features of an avatar for six different game scenarios. The results demonstrate that the games’ competitiveness as well as the participants’ life satisfaction influenced avatar choice and identification. In noncompetitive games, similar avatars were created, whereas in competitive games, dissimilar avatars were created. Participants who were well satisfied with their lives created avatars that resemble themselves in terms of personality factors, whereas dissatisfied users created dissimilar avatars. Player-avatar similarity was positively related to identification. This correlation was significantly stronger for noncompetitive games. Identification with the avatar was strongly related to game enjoyment. When controlling for the influence of identification on enjoyment, player-avatar similarity was negatively related to enjoyment, suggesting that identity play can be an independent source of enjoyment in computer games.
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Shubin, Aleksey Vitalevich, Gulnara Faritovna Sahibgareeva, and Vlada Vladimirovna Kugurakova. "The Concept of Automatic Creation Tool for Computer Game Scenario Prototype." Russian Digital Libraries Journal 25, no. 5 (2022): 533–52. http://dx.doi.org/10.26907/1562-5419-2022-25-5-533-552.

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The experience of game studios shows that classical methodologies of software development are poorly implemented in video game development because of the interactive component of this area, related to the correct creation of feedback between the game and the user. In addition, video game development involves a large number of developers from different areas, whose activities must be coordinated in the project.
 Despite these differences, video games, like any other developed software, need a development team organization process. In this article we reviewed traditional software development methodologies, as well as modifications specializing specifically in video game development. The most popular methodologies were compared and the quality of their implementation in video game development studios was determined.
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Roth, Martin E. "At the Edge of a ‘Digital Area’ – Locating Small-Scale Game Creation." Asiascape: Digital Asia 2, no. 3 (2015): 183–212. http://dx.doi.org/10.1163/22142312-12340030.

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In this article, I develop a perspective on video game creation tools and related practices, and ask whether game creation can be a space of creative experimentation for scholars of the humanities. I argue that such questions cannot be directed at digital technologies or video game creation in general. Instead, a serious engagement with the tools and practices for creating digital space has to locate these tools and the space created with and around them within a broader context. If so, what are the building blocks and physics of game creation – what can be created and by whom? And how can they be studied and applied in, or repurposed for, the humanities? In its mixture of theoretical inquiry, empirical case study and programmatic sketch, this article is intended as a first step towards mapping game creation in its diversity and relations to other digital regions.
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Shedko, I. I. "Video Game Art Styles." Art & Culture Studies, no. 4 (December 2021): 382–95. http://dx.doi.org/10.51678/2226-0072-2021-4-382-395.

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The article examines the graphic styles that have arisen in the video game industry due to the technical features and development of this media. These styles are widely used and starting to go beyond the industry into the field of contemporary art. Despite the fact that pixel art is mainly used in the creation of video games, it has already become an independent form of visual style. Contemporary artists such as the Russian digital artist and designer under the pseudonym Uno Morales and the artist Natalya Struchkova turn to the pixel style when creating their works. Like the pixel art, voxel graphics has moved into the category of the game visual style, which employs an impressive community of digital artists. Low рoly graphics have modified from the main graphics of three-dimensional games, which look technically imperfect, into the category of an artistic style that forms a recognizable, attractive and unique geometric aesthetics of the image. We can trace the transformation of video game graphics, which have arisen as a result of technical constraints, into separate art styles: pixel art, voxel art, low рoly style, the minimalist style of the first classic video games. These styles are gradually becoming an independent visual unit that does not depend on the video game product as a whole.
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Baimuratov, O. A. "DEVELOPMENT AND OPTIMAZATION OF VIDEO GAME MECHANICS IN UNITY 3D." Bulletin of the Korkyt Ata Kyzylorda University 59, no. 4 (2021): 204–10. http://dx.doi.org/10.52081/bkaku.2021.v59.i4.113.

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Creating video games requires complex processes. Depending on the genre and type of the game, it uses physical and mathematical laws. In solving some algorithmic problems, the question arises of optimizing the game. How to optimize the algorithms for its creation will be shown in the article on the example of the authors game "Togyzkumalak 3D". Before solving the problem, it was shown how to create video games, programs and methods used in them. The development of game mechanics in Unity 3D is described
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Werning, Stefan. "Disrupting video game distribution." Nordic Journal of Media Studies 1, no. 1 (2019): 103–24. http://dx.doi.org/10.2478/njms-2019-0007.

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AbstractThis article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate rhetoric. Despite its profound influence on the video game industry, scholarly inquiry into Steam has focused on analyses of user or value creation. However, Steam arguably derives its long-term disruptive potential from combining the gamification of digital distribution with the formation of ephemeral public spheres around the games that it distributes, thereby becoming a de facto online social network. To investigate this strategy, the article employs a historically comparative affordance analysis, drawing on a small data set of Steam blog posts and tech blog coverage from 2007 to 2018 to map patterns of affordance change.
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Reid, Darren. "Video Game Development as Public History." Public Historian 46, no. 1 (2024): 74–107. http://dx.doi.org/10.1525/tph.2024.46.1.74.

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Public historians have recently directed significant attention toward video games as a media form for engaging diverse audiences with participatory historical representations and arguments. Yet despite the availability of easy-to-use game creation tools, historians have been slow to adopt game development. I developed a video game, Ab Uno Sanguine, based on my PhD research to assess the practicality of game design as a venue for public history practice. This article reflects on my experiences in historical game development along the ADDIE (Analyze, Design, Develop, Implement, Evaluate) process of game production. This paper connects game studies, historical game studies, and digital public history scholarship to demonstrate how historians can become historian-developers to disseminate their research without a large budget or a professional game design team.
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Kabát, Marián. "Pár poznámok k terminológii a neologizmom v lokalizácii videohier." Nová filologická revue 14, no. 1 (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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Catton, Anthony Michael. "Mere play or authorial creation? Assessing copyright and ownership of in-game player creations (Part 1)." Interactive Entertainment Law Review 2, no. 2 (2019): 57–66. http://dx.doi.org/10.4337/ielr.2019.02.01.

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This article, the first of two parts, assesses the questions of copyright and originality in player made ‘in-game creations’ – player creations which are made incidental to and specifically within the context of playing video games. The article suggests three classifications of in-game creations and respectively discusses the potential protection available under British copyright. It examines whether these creations are capable of satisfying the originality standard required for copyright and it further considers when and why in the case of flexible template games and blank template games in-game creations are capable if not in some cases likely to demonstrate sufficient originality for the purposes of copyright.
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Afi, Fouad El, and Smail Ouiddad. "Consumer engagement in value co-creation within virtual video game communities." Management & Marketing. Challenges for the Knowledge Society 16, no. 4 (2021): 370–86. http://dx.doi.org/10.2478/mmcks-2021-0022.

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Abstract With the emergence of the gaming industry as the most empowering form of entertainment, video game online communities have become a refuge for many users who are looking to fulfil specific needs, leading them to participate in creating their own experiences. Drawing upon the uses and gratifications theory, this research aims to understand the motivations behind consumer engagement in value co-creation within digital game distribution services (exp. Steam), and how it affects loyalty. To the extent of the author’s knowledge, little research has addressed this question within the gaming industry. We conducted an online survey administered to video game platforms users, through which 195 valid answers were collected. Findings suggest that hedonic along with personal and social motivations have positive influence on user’s engagement to co-create value, which in return increases their loyalty behavior.
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Dissertations / Theses on the topic "Video game creation"

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Ruiz, B. Nadia V. "VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160713.

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In 2012 and 2014, two hashtags, #1ReasonWhy and #GamerGate, exposed a highly sexist video game industry that was not welcoming female participation. This was affecting women working or wanting to work in it. Feminist technoscience studies explain this phenomenon by applying theories concerning the masculine domination of our society and the perception of women as “others.” Despite the numerous challenges and struggling for inclusion, women still create video games, many as independents, taking advantage of free game engines. Hence, my aim in this thesis was to understand the interconnections between technology, specifically in the video game industry, and its social impact. I focus on the balance of male and female participation in the video game creation, the role of game engines, and the enablers and inhibitors for female inclusion, as an important component of decision making for organizational change in this industry. I conducted an inductive qualitative research approach with eight semi-structured interviews with female video game creators from the Latin American region. My findings reveal that using free/affordable technology, such as game engines, is not enough to guarantee female inclusion in the video game industry. This industry is resistant to change and tends to reinforce male predominance by hiring only a specific type of worker that matches the perfect gamer, usually young males. The participation of women in the video game creation teams (which include developers, designers, artists, testers, among others) would bring balance, diversity, new voices and fresh/new ideas, as well as women empowerment to the table. In addition, eleven inhibitors and eight enablers were identified as factors for female inclusion in the video game industry.
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Kestner, Randolph. "The Impact and Creation of Level Music for Video Games." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/326.

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This thesis explores the creation of music for a video game level utilizing industry tools for music compositions as well as level design. Music as an element of game design and its resulting impact is also examined.
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Holmes, Alexander. "Paycheck.exe: Optimizing the Video Game Live Stream." Digital WPI, 2019. https://digitalcommons.wpi.edu/etd-theses/1283.

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Multiple resources currently exist that provide tips, tricks, and hints on gaining greater success, or increasing one’s chances for success, in the field of live content creation. However, these resources often lack depth, detail, large sample size, or significant research on the topic. The purpose of this thesis is twofold: to aggregate and optimize the very best methods for live content creators to employ as they begin a streaming career, and how best to implement these methodologies for maximum success in the current streaming market. Through analysis of a set of semi-structured interviews, popular literature, and existing, ancillary research, repeating patterns will be identified to be used as the basis for a structured plan that achieves the stated objectives. Further research will serve to reinforce as well as optimize the common methodologies identified within the interview corpus.
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Rietveld, J. "Value creation from complements in platform markets : studies on the video game industry." Thesis, City University London, 2015. http://openaccess.city.ac.uk/13072/.

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This dissertation is comprised of three empirical studies that examine the effect of platform-level variation on value creation strategies and market performance for providers of complementary goods (“complementors”) in platform-based markets. The studies all investigate the video game industry as a canonical example of a platform market. Three empirical studies are preceded by an industry chapter outlining the evolution of the video game industry as perceived by one of the industry’s key actors: Nintendo. How does platform maturity affect the adoption of complements in two-sided markets? A key feature of two-sided markets is the existence of indirect network effects. In the first empirical study, I argue that demand heterogeneity from end-users adopting the platform at different points in time, moderates the extent to which complements enjoy these indirect network effects. An inflow of late adopters that buy fewer complements and mimic earlier adopters’adoption behavior, increasingly offsets the benefits of a growing installed base. Using a dataset of 2,855 sixth-generation console video games, I find that platform maturity has a concave curvilinear effect on video games’ unit sales. Platform maturity, however, does not affect all types of games equally. Late adopters increasingly favor non-novel video games at the cost of innovative ones. Furthermore, the adoption disparity between superstars and less-popular video games also widens as platforms mature. In the second empirical study, I and my co-authors (Joseph Lampel and Thijs Broekhuizen) contribute to the debate between researchers who argue that the emergence of online distribution platforms allow content producers in the creative industries to bypass powerful publishers and distributors, and other researchers who argue that this strategy cannot succeed without the complementary assets that these intermediaries provide. We use a case study of the Dutch Video Game Developer (DVGD) bringing to market an identical video game using two different but comparable distribution platforms as a quasi-experiment: in the first release DVGD used online distribution to reach consumers directly, whereas in the second it used an alliance with an established video game publisher. We find that, while the alliance required DVGD to share with the publisher a substantial fraction of the value appropriated by the game, the alliance strategy resulted in greater absolute financial performance and relative market performance compared to the self-publishing strategy. We conclude that the differences in performance can be traced back to specialized complementary assets required for successful commercialization. Technological change, such as the advent of digital distribution platforms, facilitates the implementation of novel business models. Yet, we know little about how managers make sense of novel pathways for doing business after the emergence of a widespread technological change. The third empirical study aims to shed light on this issue by asking why managers in the context of the video game industry changed their business models following the advent of digital distribution platforms, and how? A mixed-method study comprised of a sector-wide survey and four in-depth case studies in the market for digital video games in the United Kingdom provides insight into mangers’ reasons and motivations. I and my co-authors (Joost van Dreunen and Charles Baden-Fuller) find that managers moved away from the de facto work-for-hire business model into three novel business models: artist-led-distribution; freemium; and multisided. In changing their business models, managers do not have increased economic gains as solitary objective per se. Instead, novel business models offer ways of doing business in which a cognitive tension between important organizational objectives – a desire for creative autonomy versus mitigation of financial risks – can be resolved in alternative and typically preferred ways.
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Oakley, Samuel. "White by Default: An Examination of Race Portrayed by Character Creation Systems in Video Games." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1563874480029597.

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Södergren, Patrik, and Marcus Nilsson. "Social media use in digital product development : Opportunities and challenges of IT-enabled co-creation in the video game industry." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90290.

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Information Technology (IT) enables organizations to involve consumers as co-creators of new products. By facilitating increased interaction between consumers and developers. IT allows consumers to influence and tailor product designs, but also allows developers to make use of distant knowledge to enhance and extend their product offerings and marketing. However, while much is said about the promises of IT-enabled co-creation, little is known of the strategic challenges associated with such IT use. To address this gap, we drew on IT literature to conduct a qualitative case study of IT-enabled co-creation in four video game development firms. In particular, we tried to understand how IT is affecting relationships between consumers and developers and when and why IT can be strategically used to enable co-creating coalitions in development processes. In so doing, it became clear that the promises of IT-enabled co-creation are associated with key strategic challenges. In particular, we identify three challenges that organizations must address in order to harness the strategic value of IT-enabled co-creation: the silent majority, quality assurance and managing expectations. We conclude this paper by discussing the future of IT and digital product development as well as implications for research and practice.
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Vigneau, Chloé. "Apprendre par la création de jeu vidéo : propositions pour la conception et la production de templates à visée pédagogique." Electronic Thesis or Diss., Paris, HESAM, 2024. http://www.theses.fr/2024HESAC013.

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Cette thèse porte sur l'apprentissage par la création de jeu vidéo ou Game Development Based Learning (GDBL) en classe de seconde en France. A travers la création d'un jeu vidéo, les élèves travaillent des compétences disciplinaires et transversales. Mais cette activité est relativement complexe à mettre en place et à évaluer. L'enseignant doit réussir à identifier les compétences mobilisées, à faire le lien avec sa discipline, tandis que les élèves s'initient à la conception de jeu et aux outils de production. L’enjeu de cette recherche est de proposer des méthodologies de conception et de production de templates de jeu à visée pédagogique afin de faciliter la prise en main technique et pédagogique de l’atelier de création de jeu vidéo par les enseignants et les élèves<br>This thesis focuses on learning through the creation of video games, or Game Development-Based Learning (GDBL), in second-grade classrooms in France. Through the creation of a video game, students develop disciplinary and cross-curricular skills. However, this activity is relatively complex to implement and evaluate. The teacher must successfully identify the skills involved, relate them to their discipline, while the students learn about game design and production tools. The aim of this research is to propose methodologies for designing and producing educational game templates to facilitate the technical and pedagogical implementation of video game creation workshops by teachers and students
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Williams, Walter K. "Video Game Development Strategies for Creating Successful Cognitively Challenging Games." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/4762.

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The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was to investigate the design strategies of video game developers who have successfully created video games that are challenging, entertaining, and successful. The technology acceptance model served as a conceptual framework. The entire population for this study was members of a video game development team from a small successful video game development company in North Carolina. The data collection process included interviews with 7 video game developers and analysis of 7 organizational documents. Member checking was used to increase the validity of the findings from the participants. Through the use of triangulation, 4 major themes were identified in the study: the video game designer has a significant impact on the development process, the development process for successful video games follows iterative agile programming methods, programming to challenge cognition is not a target goal for developers, and receiving feedback is essential to the process. The findings in this study may benefit future video game developers and organizations to develop strategies for developing successful games that entertain and challenge players while ensuring the viability of the organization. Findings may influence society as they demonstrate where the points of interest should be directed concerning the impact of video games upon behavior of the players.
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Rasmussen, Gaute. "Creative expression as the objective in video games." Thesis, Queensland University of Technology, 2014. https://eprints.qut.edu.au/75647/2/Gaute_Rasmussen_Thesis.pdf.

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This study explores the idea of video games where the players are not just allowed to express themselves creatively, but are challenged to do so and are judged based on the quality of their creative expression. The outcome of the research is a series of six games which comment on this idea. The study also raises further questions regarding how current video games are constructed and designed in comparison with non-computer games, and invites a further evolution of the craft of video game design in a direction that focuses more on interpreting and reacting to what the player is doing.
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Alhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.

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When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gamers, obviously, are much older. Yet more strikingly, and more germane to this study’s purpose, 47% of the U.S. gamer population is female, as compared to 40% in 2010. Despite these trends the gaming industry remains a male-dominated culture. The marketer’s job is to facilitate game engagement and to motivate gamers to play. The notion of “engagement” is not new in business. The term was developed in the last decade. Many studies were devoted to understand, explain, and define the term. It suggests that within interactive, dynamic business environments, consumer engagement (CE) represents a strategic position that companies can use to enhance their sales growth, competitive advantage, and profitability. Moreover, there are three levels of engagement in any experiential consumption (i.e., playing video game): presence, flow, and psychological absorption. The findings of this study affirm that consumer engagement, including presence, flow and psychological absorption are explanatory factors that impact gamer’s purchase intentions. Our results show that consumers experience different mental engagement in an interactive environment (i.e., playing video games) compared to passive environments (i.e., visiting a website). These findings change our understanding of consumers’ engagement and flow state. We also found that male and female gamers experience different engagement level. However, we did not find a significant result that masculinity and femininity traits impact gamers’ engagement or intention. We argue that macroeconomic factors results in sales fluctuation may have resulted in reject in this hypothesis. Thus, marketers shed a light into the consumer’s interactive environment and flow states in that environments. Consumers not only determine the value in using a product as Vargo and Lusch suggested, but they also create that value. Also, consumer experience is an ongoing process that does not have a specific point to start, making the value creation a temporally accumulative process that includes past, present, and future experience. Therefore, the value created by consumers is not created while physically interacting with a device to play, but it may include imagined and indirect interaction with the product. Therefore, consumers (i.e., gamers) need to maintain a balance between presence and psychological absorption (i.e., flow) to get the best experience in play video gaming. Empirical evidence suggest that consumers’ flow state engagement is the most important variable in determining their ensuing purchase intention for video games, regardless of game genre.
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Books on the topic "Video game creation"

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Duggan, Michael. Wii game creation for teens. Course Technology, 2011.

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Duggan, Michael. PSP game creation for teens. Course Technology, 2011.

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Scherberger, Aiken, and Enzo Anile. Video games: Creating virtual fantasy. Films for the Humanities & Sciences, 2005.

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Torkington, Nathan, and Tatiana Apandi Diaz, eds. AI for Game Developers: Creating Intelligent Behavior in Games. O'Reilly Media, Inc., 2004.

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Newman, Rich. Cinematic Game Secrets for Creative Directors and Producers. Elsevier Science, 2008.

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Iuppa, Nicholas V. End-to-end game development: Creating independent serious games and simulations from start to finish. Focal Press, 2010.

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Iuppa, Nicholas V. End-to-end game development: Creating independent serious games and simulations from start to finish. Focal Press, 2010.

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(Firm), Alias/Wavefront, ed. Maya illuminated: Games : the essential guide to creating video game content with Alias/Wavefront Maya. Mesmer, 2001.

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Chris, Klug, ed. Interactive storytelling for video games: A player-centered approach to creating memorable characters and stories. Focal Press, 2011.

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Neumann, Jorg. Alan Wake illuminated: Creating a psychological action killer. Prima Games, 2010.

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Book chapters on the topic "Video game creation"

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Vasiuk, Sergei, and Vlad Dubrovskyi. "Video Game Value Creation." In Running a Successful Live Service Game. CRC Press, 2024. http://dx.doi.org/10.1201/9781003427056-5.

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Ruggiero, Dana. "Problem Solving Through Video Game Creation." In Curriculum Models for the 21st Century. Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4614-7366-4_15.

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Styhre, Alexander. "Governing Innovation-Led Economies: The Role of Business Creation and Creativity." In Indie Video Game Development Work. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-45545-3_2.

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Nickel, Vadim. "Generative Atmospheres." In Mental Health | Atmospheres | Video Games. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-015.

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Playing computer games is an active pastime: players are presented with a dynamic game scenario that requires various inputs in order to engage with its core game loop. To do so, the player must constantly pay attention to the game while performing actions to propel gameplay. However, some games can be experienced over multiple levels of engagement. Such games feature levels of engagement that may not require the constant provision of input to offer a meaningful experience. In these games, atmosphere reveals itself as the underlying structure, intricate enough to be experienced in its own right. Ambient music, a term coined by musician Brian Eno, is a genre that is meant to allow for different levels of engagement. This may reach from ambient music being a background accompaniment in a given setting, to being the center of listener attention. This article will identify a type of game that can be perceived in a similar vein. Such a game offers ambient modes of experience: It allows to be experienced over varying levels of engagement and intensities of interactions. The term ambient game is relevant in this context since the music genre of the same name is referenced here. This article will present existing definitions of ambient games that identify parallels between the creation and perception of ambient music and various modes of experiencing digital games. Based on these findings, this article will propose three ambient modes of experience that represent the varying intensities of player interaction within the diegetic boundaries of games.
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Jost, Patrick, and Monica Divitini. "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education." In Technology-Enhanced Learning for a Free, Safe, and Sustainable World. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86436-1_14.

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AbstractEducation is rapidly evolving from co-located settings to remote and online learning. However, many proven educational tools are designed for collaborative, co-located classroom work. Effective sketching and ideating tools, such as card-based workshop tools, cannot be applied in remote teaching.This paper explores how the paper-based card and playboard metaphor can be digitized for remote student co-creation via video call sessions. Therefore, a card-based toolkit for co-creating educational games is transformed into a digital representation for remote application. In a between-subject trial with two university student groups (n = 61), it is investigated how users perceive ideation/balancing support and applicability of the technology-enhanced card toolset compared to the paper-based variant. Both groups thereby created an analytic game concept for privacy education.The results remarkably revealed that remote co-creation using the technology-enhanced card and playboard in video call sessions was perceived as significantly more supportive for ideation and game concept balancing. Students also felt more confident to apply the digitized card toolset independently while being more satisfied with their created game concepts. The designed educational game concepts showed comparable patterns between the groups and disclosed the students’ preferences on how games for privacy education should be designed and when and where they would like to play them. Conclusively, design implications for digital card ideation toolsets were synthesized from the findings.
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Sorenson, Nathan, and Philippe Pasquier. "Towards a Generic Framework for Automated Video Game Level Creation." In Applications of Evolutionary Computation. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-12239-2_14.

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Boussejra, Hakim. "A Framework for the Creation of a Reading Video Game for Children." In Communications in Computer and Information Science. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-51452-4_13.

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Ruskin, Emma, and Tal Danino. "Syndemic: Using Game-Based Learning to Engage Students in the Human Microbiome." In Transforming Education for Sustainability. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-13536-1_12.

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AbstractThe average adult has over 10 trillion microorganisms located in and on their body. This staggering total is more than the number of human cells and even stars in our entire galaxy. Despite cutting-edge research revealing the critical importance of these internal ecosystems in human and planetary health, students’ understanding of the microscopic world remains limited. Syndemic, an educational video game, attempts to make this invisible world visible to users by presenting the human microbiome in an accurate, engaging way. The game takes place in the future, where a genetically engineered microbe is designed to aid the immune system in killing bacterial infections, metastasizing cancer cells, chronic allergies, and other health-related antigens. The game integrates current research through a unique collaboration with the Synthetic Biological Systems Laboratory at Columbia University. This chapter first explores our changing understanding of the microbiome and how this translated into the creation of Syndemic. We then explore the undergraduate perspective on field-testing of the game. We look at the developing arena of digital game-based learning and how both a quantitative and qualitative study of Syndemic within local and global communities fits within this framework. We show that Syndemic was an effective learning opportunity for diverse users and how it also proved a worthwhile component of undergraduate education.
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Leichter, Magdalena. ""Wind's howling." Meteorological Phenomena as Atmospheres in Digital Games." In Mental Health | Atmospheres | Video Games. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-014.

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This article explores in-game atmospheres as meteoritical phenomena and aesthetic spaces. The example of wind shows specific means of referentiality used to depict weather in digital games. Considering both philosophical approaches to atmospheres as well as previous observations on meteorological phenomena in film, literature and digital games, this contribution analyzes three games ("The Witcher 2: Wild Hunt", "Ghost of Tsushima", and "The Legend of Zelda: Breath of the Wild") and the role the wind plays in creating their respective game world and atmosphere, creating an environment for meaningful play.
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Chen, Hsiao-Wei, Jonathan Duckworth, and Renata Kokanovic. "Mental Jam: A Pilot Study of Video Game Co-creation for Individuals with Lived Experiences of Depression and Anxiety." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-95531-1_9.

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Conference papers on the topic "Video game creation"

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Jukić, Dinko. "Video Game Industry: A Marketing Perspective." In 29th International Scientific Conference Strategic Management and Decision Support Systems in Strategic Management. University of Novi Sad, Faculty of Economics in Subotica, 2024. http://dx.doi.org/10.46541/978-86-7233-428-9_391.

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Purpose: The study discusses the importance of branding and the video game industry. Emphasis is placed on brand analysis. The phenomenon of the happiness industry and the video game industry are discussed. Methodology/approach: The research is based on relevant theories of brand management. The study starts from the construct of brand identity according to Kapferer and brand image according to Keller. The context of happiness and the entertainment industry is analysed according to Davies. Results: The paper researches and analyses distinct brands in video games. Video game branding is analysed from the aspect of marketing communication. Brand categories in video games are suggested. Also, the economic impact of the games was analysed. Conclusion: The video game industry is a large market that has overtaken the music and film industries in terms of revenue. Video games should be viewed in a wider social context as a generator of new jobs, creation of new value, but also as a cultural phenomenon. Branding in the video game industry is important for two reasons: creating greater visibility and consolidating an existing position in the market. In other words, we see the brand in video games as an evolutionary process of digital marketing, but also as a digital imprint of an existing brand. Limitations/future research: This study is theoretical and starts from a qualitative methodology, i.e. thematic literature analysis. Further empirical research can be conducted on different game types, consumer type and by gaming platform to identify the existing market.
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Doerschuk, Peggy, Valerie Juarez, Jiangjiang Liu, Daniel Vincent, Kathlyn Doss, and Judith Mann. "Introducing programming concepts through video game creation." In 2013 IEEE Frontiers in Education Conference (FIE). IEEE, 2013. http://dx.doi.org/10.1109/fie.2013.6684879.

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Avgerinakis, Konstantinos, George Meditskos, Jens Derdaele, et al. "V4Design for Enhancing Architecture and Video Game Creation." In 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2018. http://dx.doi.org/10.1109/ismar-adjunct.2018.00091.

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Alexander, Kris, J. J. McArthur, Geoffrey Lachapelle, Karim El Mokhtari, and Mark Damm. "Applying video game design to building digital twin creation." In 2023 European Conference on Computing in Construction and the 40th International CIB W78 Conference. European Council for Computing in Construction, 2023. http://dx.doi.org/10.35490/ec3.2023.209.

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Cunha, Maria Júlia Limeira Vieira da. "The Marvel Studio creative industry as an object of study for vídeo game creation: The Avengers." In II INTERNATIONAL SEVEN MULTIDISCIPLINARY CONGRESS. Seven Congress, 2023. http://dx.doi.org/10.56238/homeinternationalanais-106.

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Abstract Currently in society, the culture of interactivity can be characterized by any event that makes the process of consumption and use fun and this form is constantly changing to reach all types of audiences. The consecutive growth of the entertainment industry has been closely observed in the universe of cultural convergence and video game production. The trend of this market means that new content is created and disseminated on different platforms so that many consumers can relate, thus staying connected for longer.
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Fernandez-Samillan, Diego, Carlos Guizado-Diaz, and Willy Ugarte. "Story Creation Algorithm Using Q- Learning in a 2D Action RPG Video Game." In 2021 28th Conference of Open Innovations Association (FRUCT). IEEE, 2021. http://dx.doi.org/10.23919/fruct50888.2021.9347596.

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Chiapello, Laureline. "Creativity In The Video Game Industry: Using Schön’s Constants To Understand Frame Creation." In European Academy of Design Conference Proceedings 2015. Sheffield Hallam University, 2016. http://dx.doi.org/10.7190/ead/2015/25.

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Pretty, Emma J., Renan Guarese, Haytham M. Fayek, and Fabio Zambetta. "Replicability and Transparency for the Creation of Public Human User Video Game Datasets." In 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2023. http://dx.doi.org/10.1109/vrw58643.2023.00021.

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Martins, Ana, Simone Maneira, and Lia Oliveira. "VIDEO GAME CREATION BY STUDENTS: A PROPOSAL FOR A SYSTEMATIC REVIEW OF THE LITERATURE." In International Technology, Education and Development Conference. IATED, 2016. http://dx.doi.org/10.21125/iceri.2016.1187.

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Lee, Nathan, and John Morris. "A Procedural Generation Platform to Create Randomized Gaming Maps using 2D Model and Machine Learning." In 11th International Conference on Signal Image Processing and Multimedia. Academy and Industry Research Collaboration Center (AIRCC), 2023. http://dx.doi.org/10.5121/csit.2023.130916.

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As a video game developer, the most difficult problem I ran into was creating a map for the game, as it was difficult to create non repetitive and original gameplay [1]. My project proposes a solution to this problem as I use Answer Set Programming to create a program to procedurally generate maps for a video game [2]. In order to test its reliability, I allowed it to generate around 10,000 maps, stored the data of each of the maps, and used the common trends I find in the data to find problems with the program and fix it in the future. In developing a video game, level creation consumes a major portion of the development total time and level procedural generation techniques can potentially mitigate this problem. This research focused on developing a VVVVVV style level generator using Answer set programming for the game Mem.experiment which was developed at the same time. VVVVVV is a 2D puzzle platformer that uses changes in direction of gravity instead of jumping for the player's vertical movement [3]. During the development of the level generator, 10,000 levels were created. I found out that the average total time it took between generations is 45 seconds, and the average time for ASP to generate a map is 12 seconds [4]. This means that the process of displaying the generation took between 2x - 3x longer than generating the ASP solution.
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Reports on the topic "Video game creation"

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Sapienza, Francis, Michael Parker, Mark Bodie, and Sally Shoop. Vehicle modeling in Unreal Engine 4. Engineer Research and Development Center (U.S.), 2023. http://dx.doi.org/10.21079/11681/47923.

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Vehicle modeling software has presented considerable challenges in properly representing vehicle mobility in extreme conditions. We have recently been developing new vehicle models and scenes in Unreal Engine. Unreal Engine is best known as a video game creation platform focused on graphics and has relatively few options for real world accurate physics modeling. UE4 allows for lots of customization internally or via supplemental C++ code, so this can be mitigated by the addition of various functions to account for different situations a vehicle might be in. We have successfully implemented the following: accurately functioning wheeled vehicles, tracked vehicles, and created simulated and real world environments, downloaded through Geowatch heightmaps. Each environment can have various terrain conditions including soil, rock, snow, and sand applied across its surface. Modeling snow in these environments is of particular interest and recent motion resistance and sinkage models have been integrated into the software to affect graphics and vehicle performance. This new model for vehicle mobility offers an opportunity to improve the physics and graphics of differing terrains especially for winter conditions. The new model also allows for features to be updated and added with ease in the future.
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Garcia, David. Super Magic Sam: A Practical Study In Video Game Design & Rapid Prototyping By Providing Creative Explorations For Children Through Roleplay. Iowa State University, 2022. http://dx.doi.org/10.31274/cc-20240624-1360.

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IDB Cultural Center 2nd Inter-American Biennial of Video Art. Inter-American Development Bank, 2005. http://dx.doi.org/10.18235/0005922.

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24 videos from 12 countries were selected from among 160 works submitted from 18 countries. The First and Second Prizes were awarded Ex Aequo (shared). The members of the international jury were Alejandro Negrín, Director of Washington's Cultural Institute of Mexico; and Germán Jaramillo, Colombia movie actor and theater director. The first prize winners are: Emuhno (The Creation of the World ) by Augusto Netto, Flavia Netto, Rafael Kohan, and José Pedersen, Paraguay; and Poporo by Luis Cantillo, Colombia; second prizes to: Estrategia para corromper la sombra (Strategy to Corrupt One's shadow) by Debbie Grimberg and Pablo Ribot, Argentina; and How Things Work by Roberto Bellini Alves Monteiro, Brazil; and, honorable mentions went to: Invasión doméstica (Domestic Invasion) by Paulina Del Paso, Mexico; Cuentos del desfortunio (Stories of Misfortune) by Diego Cifuentes, Ecuador; Juegos en el parque (Games in the Park) by Jorge Alban, Costa Rica; and Loop análogo (Analogue Loop) by Carlos Fernando Osuna, Colombia.
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