Academic literature on the topic 'Video game designers'
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Journal articles on the topic "Video game designers"
Benvenuti, 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 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 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 textCunningham, Carolyn. "Girl game designers." New Media & Society 13, no. 8 (June 20, 2011): 1373–88. http://dx.doi.org/10.1177/1461444811410397.
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 textSzymanski, Antonia, and Matthew Benus. "Gaming the Classroom Viewing Learning Through the Lens Self Determination Theory." International Journal of Game-Based Learning 5, no. 3 (July 2015): 62–78. http://dx.doi.org/10.4018/ijgbl.2015070105.
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 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 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 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 textDissertations / Theses on the topic "Video game designers"
Lemaitre, Juliette. "Vers une simplification de la conception de comportements stratégiques pour les opposants dans les jeux vidéo de stratégie." Thesis, Compiègne, 2017. http://www.theses.fr/2017COMP2343/document.
Full textThis PhD thesis addresses the topic of creating artificial intelligence (AI) to control high-level decision-making in strategy games. This kind of game offers complex environments that require the manipulation of a large number of resources by choosing actions depending on long-term goals. This AI design is not simple because it is about providing to the player a playful and interesting experience. Hence, the aim is not to create unbeatable behaviors, but rather to display several personality traits allowing the player to face diverse opponents. Its creation involves game designers who are responsible of defining several strategies according to the experience they want to provide to the player, and game developers who implement those strategies to put them into the game. The collaboration between them requires many exchanges and development iterations to obtain a result corresponding to game designers’ expectations. The objective of this PhD thesis is to improve and simplify the creation of strategical behaviors by proposing a strategy model intelligible to game designers and that can be interfaced easily with developers’ work. For game designers, a strategy model has been created to allow them to express rules guiding the choice of goals and their allocated resources. These rules make it possible for game designers to express which goal to choose according to the context but also to choose several of them and give them relative importance in order to influence the resource distribution. To improve intelligibility we use a graphical model inspired from finite state machines and behavior trees. Our proposition also includes a strategy engine which executes the strategies created with the model. This execution produces directives that are represented by a list of selected strategical goals and the resources that have been allocated according to the importance and needs of each goal. These directives are intended for a tactical module in charge of their application. The developers are then responsible for the implementation of this tactical module. Our solution enables game designers to directly design the strategical level of an AI and therefore facilitates their cooperation with game developers and simplifies the entire creation process of the AI
Mader, Stéphanie. "Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay." Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1011/document.
Full textThis PhD thesis explores the field of therapeutic games in order to propose methods and tools for the game designer of such games. The most fundamental design problem of therapeutic games is the gameplay, ie. the game objectives and the actions the player does to address the objectives. In therapeutic game, the gameplay must, at the same time, provide the therapeutic effects and motivate the patient to follow his protocol. The sub-problems of this are 1. the two-fold evaluation (medical and motivation), 2. the exchange of knowledge between game designers and health experts. We propose a therapeutic game design method which begins with the problem definition and ends with the two-fold evaluation. This method integrates the other solutions we propose, particularly the player / game / therapy model and a method to formalize the gameplay
Bomström, 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 textBehrmann, Erika M. "Simulated Social Justice? Paradoxical Discourse and Decision-Making Within Educational Video Games Designed For Social Change." Bowling Green State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1491499376185639.
Full textPons, Lelardeux Catherine. "Real-time virtual collaborative environment designed for risk management training : communication and decision making." Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30146/document.
Full textMany accidents in transport, industry or healthcare result from a causal chain of events where inadvertent human errors have not been corrected in time. In such socio-technical and dynamic systems where complexity and unpredictability widespread, training teams to risk management in real-life like situations is crucial. This thesis aims to provide a virtual multi-player environment designed for inter-professional team training to risk management. To that end, a method to design risk management interactive and controlled scenario has been described. A communication system, a group decision making system and a team tracing model have been created. They all together enable the virtual team to be free enough to manage the educational situations. These coherent and innovative environment allows us to control the team activity and automate the edition of a personalized, individual and corporate debriefing at the end of a team training session
Chabot, Pierre-Luc. "De l’immersion à l’engagement, la perspective des concepteurs de jeux vidéo sur l’expérience de jeu." Thèse, 2012. http://hdl.handle.net/1866/8953.
Full textNowadays, the concept of immersion is widely used or overused by the video game industry to describe new gaming experiences for players, especially when using motion controllers. It is therefore interesting to understand how this concept fits into the process of designing video games and how game developers mobilize this notion. To try to understand how video game designers design their gameplay experiences in this context, we conducted a series of five interviews with designers in the Montreal area. We paid particular attention to interview independent developers and designers working in major studios to obtain a diversity of approaches. We found that game developers are far from sharing the same definition of immersion. Furthermore, this notion is often not directly mobilized by the designers themselves. Indeed, the results of our research have shown that designers use strategies of engagement rather than "immersion". According to our designers, an engaged player means he feels a sincere pleasure in the act in itself of playing.
Stojnić, Slavko. "The Difference in Differentness: Low-Risk, High-Budget versus Innovation and Creativity : An exploratory view from a game-designer’s perspective." Thesis, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38022.
Full textMed vad som verkar som årtionden av debatt bakom oss, spel som publiceras med lågrisk, hög-budget och hög exponering fortfarande betraktas som ett hot mot kreativitet, innovation och hälsan av hela spelindustrin. Denna utforskande pilotstudie syftar till att utvärdera metoder och skapa instrument som kan användas för att mäta och jämföra skillnadsnivån (olikhet) inom AAA och Indie spel. Fallstudier och enkäter som utfördes inom denna studie bedöms som genomförbara instrument för framtida, bekräftande studier, med allvarliga begränsningar utanför den valda datamängden.
Books on the topic "Video game designers"
Ham, Ethan. Tabletop game design for video game designers. Burlington, Massachusetts: Focal Press, 2015.
Find full textBrathwaite, Brenda. Challenges for game designers. Boston, MA: Course Technology/Cengage Learning, 2009.
Find full textIan, Schreiber, and Charles River Media (Firm), eds. Challenges for game designers. Boston, MA: Course Technology/Cengage Learning, 2009.
Find full textEgan, Jill. How video game designers use math. New York, NY: Chelsea Clubhouse, 2010.
Find full textBarton, Matt. Honoring the code: Conversations with great game designers. Boca Raton: CRC Press, Taylor & Francis Group, 2013.
Find full textBook chapters on the topic "Video game designers"
Slack, Joe. "How to Avoid Overdoing Your Overview Video." In The Board Game Designer's Guide to Getting Published, 63–66. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/9781003334828-14.
Full textJost, 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, 178–92. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86436-1_14.
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 textJost, Patrick, and Andreas Künz. "Cards and Roles: Co-designing Privacy Serious Games with an Online Role-Playing Boardgame." In Lecture Notes in Computer Science, 187–97. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-92182-8_18.
Full textMariotti, Samanta. "What if “Lara Croft” Becomes a Video Game Designer? When Archaeologists “Dig” Serious Games." In Lecture Notes in Computer Science, 395–400. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63464-3_37.
Full textGerber, Andreas, Markus Ulrich, and Patrick Wäger. "Review of Haptic and Computerized (Simulation) Games on Climate Change." In Simulation Gaming Through Times and Disciplines, 275–89. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9_24.
Full textMcCreery, Michael P., P. G. Schrader, S. Kathleen Krach, Jeffrey R. Laferriere, Catherine A. Bacos, and Joseph P. Fiorentini. "Examining Designed Experiences: A Walkthrough for Understanding Video Games as Performance Assessments." In Advances in Game-Based Learning, 105–19. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15569-8_6.
Full textAugusto Bordini, Rogério, and Oliver Korn. "Gamification and Mobile Apps: Allies in Reducing Loneliness Among Young Adults." In Mental Health | Atmospheres | Video Games, 87–102. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-009.
Full textHeuser, Svenja, Béatrice Arend, and Patrick Sunnen. "Reading Aloud in Human-Computer Interaction: How Spatial Distribution of Digital Text Units at an Interactive Tabletop Contributes to the Participants’ Shared Understanding." In Lecture Notes in Computer Science, 117–34. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-60117-1_9.
Full textOlsen, Sophus Béneé, Emil Rosenlund Høeg, and Cumhur Erkut. "Embodied and Sonic Interactions in Virtual Environments: Tactics and Exemplars." In Sonic Interactions in Virtual Environments, 219–35. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04021-4_7.
Full textConference papers on the topic "Video game designers"
Pausch, Randy, Rich Gold, Tim Skelly, and David Thiel. "What HCI designers can learn from video game designers." In Conference companion. New York, New York, USA: ACM Press, 1994. http://dx.doi.org/10.1145/259963.260220.
Full textFoch, Charline, and Ben Kirman. "“The game doesn't judge you”: game designers’ perspectives on implementing failure in video games." In FDG22: 17th International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3555858.3555868.
Full textSahibgareeva, Gulnara Faritovna, and Vlada Vladimirovna Kugurakova. "Branched Structure Component for a Video Game Scenario Prototype Generator." In 23rd Scientific Conference “Scientific Services & Internet – 2021”. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/abrau-2021-10-ceur.
Full textSahibgareeva, Gulnara Faritovna, Vlada Vladimirovna Kugurakova, and Edward Sergeevich Bolshakov. "Video Game's Mechanics Generation and Balancing." In 24th Scientific Conference “Scientific Services & Internet – 2022”. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/abrau-2022-6.
Full textTavares, Amanda C. R., Rosilane Ribeiro da Mota, and Walter Melo. "Self-reflection in Games - The Representation of the Individuation Process in Celeste and Persona 2: Innocent Sin." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19640.
Full textAlonso, Eloi, Maxim Peter, David Goumard, and Joshua Romoff. "Deep Reinforcement Learning for Navigation in AAA Video Games." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/294.
Full textKessing, David, and Manuel Löwer. "Evaluation of Systematically Developed Gamification Strategies with Game-Balance Simulation Tools." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001517.
Full textMoshirnia, Andrew. "The Educational Potential of Modified Video Games." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3130.
Full textLi, Peiyi, Peilin Li, John Morris, and Yu Sun. "A Context-Aware and Immersive Puzzle Game using Machine Learning and Big Data Analysis." In 5th International Conference on Computer Science and Information Technology (COMIT 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.111717.
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.
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