Journal articles on the topic 'Video game designer'
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Gow, Jeremy, and Joseph Corneli. "Towards Generating Novel Games Using Conceptual Blending." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, no. 3 (June 24, 2021): 15–21. http://dx.doi.org/10.1609/aiide.v11i3.12824.
Full textShedko, 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.
Full textCapasso-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 textThomas, Christian. "Interview: Acclaimed Game Designer Ryan Kaufman Discusses Telltale Games, Star Wars, Harry Potter, and How Video Games Can Transform Us." Arts 10, no. 3 (July 8, 2021): 46. http://dx.doi.org/10.3390/arts10030046.
Full textMcDaniel, Rudy, and Joseph R. Fanfarelli. "Rhythm and Cues." International Journal of Sociotechnology and Knowledge Development 7, no. 3 (July 2015): 20–37. http://dx.doi.org/10.4018/ijskd.2015070102.
Full textSmith, Nick. "William Higinbotham: Nuclear Pioneer and Games Designer." Engineer 302, no. 7937 (June 2022): 44–45. http://dx.doi.org/10.12968/s0013-7758(22)90574-4.
Full textNeiva, Eduardo, and Carlo Romano. "The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies." Public Journal of Semiotics 1, no. 2 (July 1, 2007): 31–49. http://dx.doi.org/10.37693/pjos.2007.1.8819.
Full textQaffas, Alaa A. "An Operational Study of Video Games’ Genres." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 15 (September 11, 2020): 175. http://dx.doi.org/10.3991/ijim.v14i15.16691.
Full textStrode, Aina, and Margarita Romančenko. "INTERDISCIPLINARITY IN DESIGN AS A CHALLENGE FOR PROFESSIONALISM - AN EXAMPLE OF INTERFACE DESIGN." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 5 (May 20, 2020): 808. http://dx.doi.org/10.17770/sie2020vol5.5155.
Full textDélécraz, Cyril. "Scoring the Original Soundtrack of an Escape Room." Journal of Sound and Music in Games 4, no. 1 (January 1, 2023): 26–71. http://dx.doi.org/10.1525/jsmg.2023.4.1.26.
Full textHambleton, Elizabeth. "Gray Areas." Journal of Sound and Music in Games 1, no. 1 (January 1, 2020): 20–43. http://dx.doi.org/10.1525/jsmg.2020.1.1.20.
Full textNacher, Anna, and Filip Jankowski. "Re-writing histories of colonization in video games: the case of Elizabeth LaPensée." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, no. 38 (June 15, 2021): 123–41. http://dx.doi.org/10.14746/i.2021.38.08.
Full textYumartov, Dmitriy. "Autonomy and nomadic Relativism of Digital Identity." Artificial societies 16, no. 4 (2021): 0. http://dx.doi.org/10.18254/s207751800017576-2.
Full textKlaehn, Jeffery. "Talking Fate, Torchlight and Rebel Galaxy with video game designer and developer Travis Baldree." Journal of Gaming & Virtual Worlds 11, no. 2 (September 1, 2019): 191–98. http://dx.doi.org/10.1386/jgvw.11.2.191_7.
Full textZhao, Richard, and Duane Szafron. "Using Cyclic Scheduling to Generate Believable Behavior in Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 1 (June 29, 2021): 94–101. http://dx.doi.org/10.1609/aiide.v10i1.12709.
Full textAhmad, Ibrahim, Nazreen Abdullasim, and Norhaida Mohd Suaib. "Usability testing on game interface design using video-based behavior analysis." International Journal of Engineering & Technology 7, no. 2.15 (April 6, 2018): 142. http://dx.doi.org/10.14419/ijet.v7i2.15.11372.
Full textOliveira, Francisco, Eduardo Tavares, Erica Sousa, and Bruno Nogueira. "Video Conferencing Evaluation Considering Scalable Video Coding and SDN Network." Revista de Informática Teórica e Aplicada 25, no. 2 (July 17, 2018): 38. http://dx.doi.org/10.22456/2175-2745.79310.
Full textPatterson, Christopher B. "Making Queer Asiatic Worlds: Performance and Racial Interaction in North American Visual Novels." American Literature 94, no. 1 (January 27, 2022): 17–47. http://dx.doi.org/10.1215/00029831-9696973.
Full textSmith, Geneva, and Jacques Carette. "Design Foundations for Emotional Game Characters." Eludamos: Journal for Computer Game Culture 10, no. 1 (April 21, 2020): 109–40. http://dx.doi.org/10.7557/23.6175.
Full textLaskari, Iro. "Creating algorithmic audio-visual narratives through the use of augmented reality prints." Technoetic Arts 17, no. 1 (June 1, 2019): 25–31. http://dx.doi.org/10.1386/tear_00003_1.
Full textThue, David, and Vadim Bulitko. "Procedural Game Adaptation: Framing Experience Management as Changing an MDP." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 2 (June 30, 2021): 44–50. http://dx.doi.org/10.1609/aiide.v8i2.12535.
Full textFontaine, Matthew C., Ruilin Liu, Ahmed Khalifa, Jignesh Modi, Julian Togelius, Amy K. Hoover, and Stefanos Nikolaidis. "Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 7 (May 18, 2021): 5922–30. http://dx.doi.org/10.1609/aaai.v35i7.16740.
Full textSchrum, Jacob, and Risto Miikkulainen. "Solving Multiple Isolated, Interleaved, and Blended Tasks through Modular Neuroevolution." Evolutionary Computation 24, no. 3 (September 2016): 459–90. http://dx.doi.org/10.1162/evco_a_00181.
Full textWan Mahzan, Mohd Syazwan, Nor Aziah Alias, and Izaham Shah Ismail. "Unboxing the Design of English as a Second Language (ESL) Learning Video Game for Indigenous Learners: An Empathic Designbased Approach." Asia Pacific Journal of Educators and Education 35, no. 2 (December 23, 2020): 39–56. http://dx.doi.org/10.21315/apjee2020.35.2.3.
Full textGil González, Antonio J., and Luis Navarrete Cardero. "La saga/fuga de J.B como (video)juego." BOLETÍN DE LA BIBLIOTECA DE MENÉNDEZ PELAYO 98, no. 1 (December 10, 2022): 209–44. http://dx.doi.org/10.55422/bbmp.793.
Full textPurnomo, SF Luthfie Arguby, SF Lukfianka Sanjaya Purnama, Lilik Untari, Agung Prasetyo Wibowo, Nabil Aqib, and Yosse Vira Oktaviana. "Ludic Taunting: Does Taunting Work Differently in Video Games?" Journal of Language and Literature 22, no. 2 (September 26, 2022): 466–80. http://dx.doi.org/10.24071/joll.v22i2.4197.
Full textTsonis, Chris G., Daniel C. Cunha, and Jonathan M. Histon. "Developing Visualization Tools for the Design of Air Traffic Control Experiments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 49, no. 21 (September 2005): 1878–81. http://dx.doi.org/10.1177/154193120504902113.
Full textPusey, Megan, Kok Wai Wong, and Natasha Anne Rappa. "The Puzzle Challenge Analysis Tool. A Tool for Analysing the Cognitive Challenge Level of Puzzles in Video Games." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (October 5, 2021): 1–27. http://dx.doi.org/10.1145/3474703.
Full textTomkinson, Sian. "Video games through the refrain: Innovation and familiarity." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 287–302. http://dx.doi.org/10.1386/jgvw_00020_1.
Full textJankowski, Filip. "The Presence of Female Designers in French Video Game Industry, 1985–1993." Games and Culture 15, no. 6 (April 15, 2019): 670–84. http://dx.doi.org/10.1177/1555412019841954.
Full textMaggiorini, Dario, Laura Anna Ripamonti, and Federico Sauro. "Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine." International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/485019.
Full textCostello, Robert, and Jodie Donovan. "How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences." International Journal of End-User Computing and Development 8, no. 2 (July 2019): 29–55. http://dx.doi.org/10.4018/ijeucd.20190701.oa1.
Full textGamboa, E., M. Trujillo, and D. Chaves. "Strong Shot, a Student Centred Designed Videogame for Learning English Vocabulary." Tecnología Educativa Revista CONAIC 3, no. 3 (January 31, 2021): 29–43. http://dx.doi.org/10.32671/terc.v3i3.118.
Full textMaj, Krzysztof M. "O strukturze świata w narracyjnych grach wideo." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, no. 38 (June 15, 2021): 43–55. http://dx.doi.org/10.14746/i.2021.38.03.
Full textTokadlı, Güliz, Kaitlyn Ouverson, Chase Meusel, Austin Garcia, Stephen B. Gilbert, and Michael C. Dorneich. "An Analysis of Video Games Using the Dimensions of Human-Agent Interaction." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 716–20. http://dx.doi.org/10.1177/1541931218621163.
Full textMcLean, Lavinia, and Mark D. Griffiths. "Gamers’ Attitudes towards Victims of Crime." International Journal of Cyber Behavior, Psychology and Learning 3, no. 2 (April 2013): 13–33. http://dx.doi.org/10.4018/ijcbpl.2013040102.
Full textOlivares-Rodríguez, Cristian, Paula Villagra, Rodolfo E. Mardones, Luis Cárcamo-Ulloa, and Nicolás Jaramillo. "Costa Resiliente: A Serious Game Co-Designed to Foster Resilience Thinking." Sustainability 14, no. 24 (December 14, 2022): 16760. http://dx.doi.org/10.3390/su142416760.
Full textSafadi, Firas, Raphael Fonteneau, and Damien Ernst. "Artificial Intelligence in Video Games: Towards a Unified Framework." International Journal of Computer Games Technology 2015 (2015): 1–30. http://dx.doi.org/10.1155/2015/271296.
Full textBenvenuti, Dario, Lauren S. Ferro, Andrea Marrella, and Tiziana Catarci. "An Approach to Assess the Impact of Tutorials in Video Games." Informatics 10, no. 1 (January 11, 2023): 6. http://dx.doi.org/10.3390/informatics10010006.
Full textAditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (November 12, 2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.
Full textMuratet, Mathieu, Patrice Torguet, Jean-Pierre Jessel, and Fabienne Viallet. "Towards a Serious Game to Help Students Learn Computer Programming." International Journal of Computer Games Technology 2009 (2009): 1–12. http://dx.doi.org/10.1155/2009/470590.
Full textShelare, Mitali, Devyani Deshmukh, and Dr Sanjay Shitole. "A Survival Horror Game RIDE OUT." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (May 31, 2022): 1746–50. http://dx.doi.org/10.22214/ijraset.2022.42527.
Full textCrawford, Garry, Daniel Muriel, and Steven Conway. "A feel for the game: Exploring gaming ‘experience’ through the case of sports-themed video games." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (May 10, 2018): 937–52. http://dx.doi.org/10.1177/1354856518772027.
Full textMillamena, Kian, Alvin Kwan, and Nicolei Panlilio. "University Students’ Video Gaming - Reasons, Preferences, and Behavioural Effects." European Conference on Games Based Learning 16, no. 1 (September 29, 2022): 732–41. http://dx.doi.org/10.34190/ecgbl.16.1.856.
Full textPutra, Ricky Widyananda, and Jeanie Annissa. "Analysis of Player's Reception in the Video Game “Among Us”." PROPAGANDA 2, no. 1 (January 24, 2022): 32–38. http://dx.doi.org/10.37010/prop.v2i1.455.
Full textHarabagiu, Neculai. "The Importance of Using the “Data Volley” Software and of the “Data Video” System in the Tactical Training of the Middle Blocker for Official Games." GYMNASIUM XXI, no. 1 (June 29, 2020): 34. http://dx.doi.org/10.29081/gsjesh.2020.21.1.03.
Full textLe Pelletier de Woillemont, Pierre, Rémi Labory, and Vincent Corruble. "Automated Play-Testing through RL Based Human-Like Play-Styles Generation." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 18, no. 1 (October 11, 2022): 146–54. http://dx.doi.org/10.1609/aiide.v18i1.21958.
Full textZarembo, Imants. "ANALYSIS OF ARTIFICIAL INTELLIGENCE APPLICATIONS FOR AUTOMATED TESTING OF VIDEO GAMES." ENVIRONMENT. TECHNOLOGIES. RESOURCES. Proceedings of the International Scientific and Practical Conference 2 (June 20, 2019): 170. http://dx.doi.org/10.17770/etr2019vol2.4158.
Full textThabet, Tamer. "A mente e a máquina: desempenho, design de jogos e humanidades." Boitatá 8, no. 15 (June 29, 2013): 22. http://dx.doi.org/10.5433/boitata.2013v8.e31544.
Full textRuberg, Bonnie. "Empathy and Its Alternatives: Deconstructing the Rhetoric of “Empathy” in Video Games." Communication, Culture and Critique 13, no. 1 (March 2020): 54–71. http://dx.doi.org/10.1093/ccc/tcz044.
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