Academic literature on the topic 'Video game design'
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Journal articles on the topic "Video game design"
Capasso-Ballesteros, Italo Felipe, and Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.
Full textFernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.
Full textChandrasekharan, Sanjay, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen, and Apara Ranjan. "Ideomotor design." Pragmatics and Cognition 18, no. 2 (August 13, 2010): 313–39. http://dx.doi.org/10.1075/pc.18.2.04cha.
Full textCharrieras, Damien, and Nevena Ivanova. "Emergence in video game production: Video game engines as technical individuals." Social Science Information 55, no. 3 (July 9, 2016): 337–56. http://dx.doi.org/10.1177/0539018416642056.
Full textWeintrop, David, Nathan Holbert, Michael S. Horn, and Uri Wilensky. "Computational Thinking in Constructionist Video Games." International Journal of Game-Based Learning 6, no. 1 (January 2016): 1–17. http://dx.doi.org/10.4018/ijgbl.2016010101.
Full textStrååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" International Journal of Gaming and Computer-Mediated Simulations 6, no. 4 (October 2014): 45–58. http://dx.doi.org/10.4018/ijgcms.2014100104.
Full textWilson, Jason. "Indie Rocks! Mapping Independent Video Game Design." Media International Australia 115, no. 1 (May 2005): 109–22. http://dx.doi.org/10.1177/1329878x0511500111.
Full textPrena, Kelsey, and John L. Sherry. "Parental perspectives on video game genre preferences and motivations of children with Down syndrome." Journal of Enabling Technologies 12, no. 1 (March 19, 2018): 1–9. http://dx.doi.org/10.1108/jet-08-2017-0034.
Full textWolf, Mark J. P. "Assessing Interactivity in Video Game Design." Mechademia 1, no. 1 (2006): 78–85. http://dx.doi.org/10.1353/mec.0.0095.
Full textChiapello, Laureline. "L’apport des théories du design aux game studies : nouvelles perspectives en design de jeux vidéo." RACAR : Revue d'art canadienne 40, no. 2 (March 3, 2016): 101–14. http://dx.doi.org/10.7202/1035399ar.
Full textDissertations / Theses on the topic "Video game design"
Asad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.
Full textKoffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.
Full textWarden, James. "Senses, Perception, and Video Gaming: Design of a College for Video Game Design and Production." Cincinnati, Ohio : University of Cincinnati, 2005. http://www.ohiolink.edu/etd/view.cgi?acc%5Fnum=ucin1116113863.
Full textBomström, H. (Henri). "Improving video game designer workflow in procedural content generation-based game design:a design science approach." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201812063237.
Full textBahari, Hanif. "Observation : A prosocial video game on the way of social integration." Thesis, Mittuniversitetet, Avdelningen för design, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31139.
Full textEksi, Murat, and Markus Pihl. "Video Game Network Analysis : A Study on Tooling Design." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-276768.
Full textCrackshell är en indie-spelstudio belägen i Stockholm. De har släppt ett antal spel som heter Hammerwatch, vilket är utvecklat med sin egen spelmotor. Hammerwatch och dess spelmotor utvecklas fortfarande kontinuerligt. Det är ett rogue-liknande multiplayer-spel som spelas av upp till fyra spelare i en enda session med hjälp av peer-to-peer-nätverkstopologi. Hammerwatch blev snabbt populärt och de planerade funktionerna har lett teamet till en fråga om deras nätverksanvändning är effektiv ur prestandasynpunkt och på vilka sätt de kan förbättra den. Även om det är de som implementerade nätverksdelen av Hammerwatch, har de inte exakt en förståelse för det underliggande beteendet hos nätverkskommunikationen, och de har inte heller något sätt att analysera det för närvarande.Detta projekt syftade till att utforma och implementera verktyg för att dataanalys genom att identifiera nätverkstopologi, datastrukturer, extraktion, lagring och tillhandahålla en miljö som gör det lätt att analysera nätverksanvändningen. För att uppnå detta mål valdes en iterativ metod baserad på “design thinking” denna genomfördes tillsammans med Crackshell. Under designfasen fattades beslut kring begränsningar och syfte med verktyget.Ovan nämnda strategi möjliggjorde en snabb förståelse av problemet som ledde till utvecklandet av ett verktyg som både godkänts som användbart och lätt att använda av Crackshell. Dataanalysverktyget implementerades med hjälp av en lokal lösning för utvinning av data, MongoDB och Jupyter Notebook i Python tillsammans med tillägg som hjälpte till vidare med analysen av insamlade data.Resultaten av dataanalysen löste in sig som en betydande framgång, där problem som spelhändelser som skickades onödigt ofta, data som var gammal när den nådde fram, cachemöjligheter och potentiella problem med datakluster i nätverkspaket kunde hittas. Crackshell var nöjd med resultatet och nya förmågan att titta på deras nätverksanvändning på ett detaljerat sätt. De kommer kunna använda det utvecklade verktyget till framtida analyser vid fortsatt vidareutveckling av spelmotorn.
Gartland, Connor. "Making Mori: Emotional Depth and the Art of Video Games." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1400681933.
Full textKestner, Randolph. "The Impact and Creation of Level Music for Video Games." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/326.
Full textBraaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.
Full textActive Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an engaged and immersed AVG experience?” The aim was to explore the inhibiting and enhancing factors influencing engagement and immersion among AVG gamers, as well as to develop a theory of AVG design. Constructivist Grounded Theory (CGT) was used as the methodology to carry out this study, which adopted an inductive approach towards the research to construct a theory firmly grounded in the data. Play Active Theory (PAT) is the outcome of this process, which explores the engagement and immersion factors related to AVG design as well as the abandonment and replayability of AVGs. PAT was compared to existing engagement and motivation theories as part of the CGT process, and further refined. In closing, the research question was answered and the aims of the study were met. A reflection account of the research journey concludes the thesis.
Whitlock, Katherine Lynne. "Theatre and the video game beauty and the beast /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086119742.
Full textTitle from first page of PDF file. Document formatted into pages; contains ix, 264 p.; also includes grafics (some col.). Includes abstract and vita. Advisor: Lesley K. Ferris, Dept. of Theatre. Includes bibliographical references (p. 246-264).
Books on the topic "Video game design"
Ploor, D. Michael. Video game design foundations. Tinley Park, Ill: Goodheart-Willcox Company, 2011.
Find full textHam, Ethan. Tabletop game design for video game designers. Burlington, Massachusetts: Focal Press, 2015.
Find full textVideo game design foundations: Software design guide. Tinley park, Ill: Goodheart-Willcox Co., 2011.
Find full textJozefowicz, Chris. Video game developer. Pleasantville, NY: Gareth Stevens Pub., 2010.
Find full textBook chapters on the topic "Video game design"
van der Spuy, Rex. "Making Video Games." In Foundation Game Design with HTML5 and JavaScript, 487–531. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4717-3_9.
Full textSánchez, Jaime, and Matías Espinoza. "Video Game Design for Mobile Phones." In IFIP Advances in Information and Communication Technology, 199–210. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15231-3_20.
Full textUren, Lee. "Computer and Video Game Design Issues." In Handbook of Computer Animation, 1–27. London: Springer London, 2003. http://dx.doi.org/10.1007/978-1-4471-0091-1_1.
Full textBrandse, Michael, and Kiyoshi Tomimatsu. "Challenge Design and Categorization in Video Game Design." In Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, 669–77. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07626-3_63.
Full textChakraborty, Joyram, and Phillip L. Bligh. "Evaluation of Video Game Interfaces." In Universal Access in Human-Computer Interaction. Design for All and eInclusion, 30–35. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21672-5_4.
Full textJiang, Richard M., Ahmed Bouridane, and Abbes Amira. "Color Saliency Evaluation for Video Game Design." In Lecture Notes in Computational Vision and Biomechanics, 409–25. Dordrecht: Springer Netherlands, 2013. http://dx.doi.org/10.1007/978-94-007-7584-8_13.
Full textBrandse, Michael, and Kiyoshi Tomimatsu. "Empirical Review of Challenge Design in Video Game Design." In Communications in Computer and Information Science, 398–406. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39473-7_80.
Full textvan der Spuy, Rex. "Programming Foundations: How To Make A Video Game." In Foundation Game Design with ActionScript 3.0, 1–55. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3994-9_1.
Full textAkyaman, Serefraz, and Ekrem Cem Alppay. "A Critical Review of Video Game Controller Designs." In Springer Series in Design and Innovation, 311–23. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65060-5_25.
Full textBontchev, Boyan, Albena Antonova, and Yavor Dankov. "Educational Video Game Design Using Personalized Learning Scenarios." In Computational Science and Its Applications – ICCSA 2020, 829–45. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58817-5_59.
Full textConference papers on the topic "Video game design"
Hao, Wei-Da, and Akash Khurana. "Video Game Design Method for Novice." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_030.
Full textFairhurst, Stuart R., Logan C. McCool, Kristin M. Scheel, Crystal L. Stien, Charlotte M. Brenteson, Andrew H. Hansen, Gary D. Goldish, Gregory O. Voss, and John E. Ferguson. "Development of a Rehabilitation Game for Individuals With Spinal Cord Injury Using a User-Centered Design Process." In 2018 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/dmd2018-6932.
Full textFan, Kuo-Kuang, Pei-Chi Ho, and Yung-Fu Hu. "On Video Game: Heaven or Hell." In 2007 10th IEEE International Conference on Computer-Aided Design and Computer Graphics. IEEE, 2007. http://dx.doi.org/10.1109/cadcg.2007.4407913.
Full textHarris, Ronah, Cameron L. Fadjo, Eric Carson, Greg Hallman, and Michael Swart. "Creativity in video game design as pedagogy." In SIGGRAPH 2009: Talks. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1597990.1598053.
Full textSong, Zhengguo, Pucun Shi, Jintao Shao, Shengyin Pan, Zhengsheng Feng, and Zixuan Lin. "Video Game Design of Road to XiaoKang." In 2019 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2019. http://dx.doi.org/10.1109/icvrv47840.2019.00079.
Full textSimons, Rachel N. "Collaborative Video Game Design Work and Diversity." In CHI '19: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3290607.3299079.
Full textScrapper, Christopher J., Frederick M. Proctor, and Stephen Balakirsky. "A Simulation Interface for Integrating Real-Time Vehicle Control With Game Engines." In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-34495.
Full textRaju, Rijin, Chenguang Yang, Chunxu Li, and Angelo Cangelosi. "A video game design based on Emotiv Neuroheadset." In 2016 International Conference on Advanced Robotics and Mechatronics (ICARM). IEEE, 2016. http://dx.doi.org/10.1109/icarm.2016.7606887.
Full textSimons, Rachel N. "Considering Diversity in Collaborative Video Game Design Work." In CHI PLAY '16: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2968120.2987749.
Full textHsu, Chia-chun A., Jim Ling, Qing Li, and C. C. J. Kuo. "The design of multiplayer online video game systems." In ITCom 2003, edited by Andrew G. Tescher, Bhaskaran Vasudev, V. Michael Bove, Jr., and Ajay Divakaran. SPIE, 2003. http://dx.doi.org/10.1117/12.512201.
Full textReports on the topic "Video game design"
DeJaeghere, Joan, Vu Dao, Bich-Hang Duong, and Phuong Luong. Inequalities in Learning in Vietnam: Teachers’ Beliefs About and Classroom Practices for Ethnic Minorities. Research on Improving Systems of Education (RISE), February 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/061.
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