Academic literature on the topic 'Video game developers'

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Journal articles on the topic "Video game developers"

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ANGELIA, JUANDA MARIA, ANNISA AYU MULIA, and DETANTI ASMANINGAYU PRAMESTI. "Copyright Protection of Video Game for Game Developer in Indonesia." Notaire 2, no. 2 (August 8, 2019): 213. http://dx.doi.org/10.20473/ntr.v2i2.13097.

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This study aimed to firstly, analyze the frequent infringements related to copyright of video games, as well as the legal protection for game developers who create video games. Secondly, to determine the factors that impede the copyright protection of video games in Indonesia. This research employs empirical approach or sociolegal, with library research and field studies to collect data. In the literature, the author uses the legal resources to support the analysis. The study was based primarily on Law no. 28 of 2014 regarding Copyright. In the field study, the author interviewed several game developers in Indonesia, as well as the practitioner from Directorate General Intellectual Property Right Jakarta and academician from Faculty of Law Universitas Gadjah Mada. Analysis of the research was conducted using qualitative data analysis, with the results compiled by descriptive-analysis to achieve the research objectives. Results of this study indicates that the laws and regulations of Indonesia has virtually provided legal protection for game developers as the creator of the video game, but there are still uncertainties in settings, such as obscurity any part of the video game that is protected by the copyright laws of Indonesia, considering that the video game consists of several constituent.
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WIKHAMN, BJÖRN REMNELAND, ALEXANDER STYHRE, JAN LJUNGBERG, and ANNA MARIA SZCZEPANSKA. "EXPLORATION VS. EXPLOITATION AND HOW VIDEO GAME DEVELOPERS ARE ABLE TO COMBINE THE TWO." International Journal of Innovation Management 20, no. 06 (July 13, 2016): 1650045. http://dx.doi.org/10.1142/s1363919616500456.

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This paper reports an in-depth qualitative study about innovation work in the Swedish video game industry. More specifically, it focuses on how video game developers are building ambidextrous capabilities to simultaneously addressing explorative and exploitative activities. The Swedish video game industry is a particularly suitable case to analyze ambidexterity, due to it’s extreme market success and continuous ability to adapt to shifts in technologies and demands. Based on the empirical data, three ambidextrous capabilities are pointed out as particularly valuable for video game developers; (1) the ability to separate between a creative work climate and the effectiveness in project organizing; (2) the balancing of inward and outward ideation influences, and (3) the diversity in operational means and knowledge paired with shared goals and motivations, derived from the love of video games and video game development.
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Kristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (February 26, 2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.

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The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game players in playing role-playing games (RPGs).This study uses the within-subject experimental method with participants who are RPG video game players who have played for at least 1 year, 24 participants participated in the 8 experiment session throughout the study. The results of this study indicate that avatar customization is very important because it can improve the player's self-identification in the game, improve the playing experience, improve the perceived quality of the video game played, increase the flow and immersion of players, and increase gamer loyalty. Another result that was raised was that the use of avatars that were the same gender with players (male players using male avatars) did not have higher flow and immersion than when using different genders (male players use female avatars) so that this raises new issues of gander swapping in the role playing video game that can be continued for further research.
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Roy, Nandita. "Applying Kant’s Ethics to Video Game Business Models." Business and Professional Ethics Journal 40, no. 1 (2021): 109–27. http://dx.doi.org/10.5840/bpej202115106.

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This article expands on existing models of analyzing business ethics of monetization in video games using the concept of categorical imperatives, as posited by the philosopher Immanuel Kant. A model is advanced to analyze and evaluate the business logics of video game monetization using a Kantian framework, which falls in the deontological category of normative ethics. Using two categorical imperatives, existing models of game monetization are divided into ethical or unethical, and presented using the case example of Star Wars: Battlefront II (2017). This analysis aims to provide video game developers and businesses with ethical guidelines for game monetization which may also be profitable for them in the long term. Within the framework of video game monetization, a deontological analysis is relevant due to the fact that the game developer is engaged in a continuous role of making the game more playable/payable. This article applies Kantian business ethics to the context of a new sector, that of video game businesses, and thereby presents a broader ethical perspective to video game developers, which will help them monetize games in an ethical manner which is also profitable in the long run.
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Styhre, Alexander, and Björn Remneland-Wikhamn. "The ambiguities of money-making." Qualitative Research in Organizations and Management: An International Journal 15, no. 3 (October 18, 2019): 215–34. http://dx.doi.org/10.1108/qrom-02-2019-1733.

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Purpose Indie developers are part of the creative fringe of the video game industry, fashioning an identity for themselves as a community committed to the development of video games as a cultural expression and art form. In playing this role, money-making is ambiguous inasmuch as economic return is honorable if such interests remain unarticulated and execute minimal influence on the development work process, while the possibility of producing a successful commercial video game is simultaneously one of the primary motivations for new industry entrants. The paper aims to discuss this issue. Design/methodology/approach The paper reports on the empirical material drawn from a study of indie video game developers in Sweden, a leading country for video game development. Findings To reconcile tensions between video game development in terms of being both cultural/and artistic production and business activity, easily compromising the perceived authenticity of the subject in the eyes of audiences (e.g. hardcore gamers), indie developers distinguish between monetary motives ex ante and compensation ex post the release of the game. Indie developers thus emphasize the metonymic function of money as this not only indicates economic value and currency but also denotes a number of business practices that indie developers have otherwise avoided in their career planning as they believe these practices would restrain their creativity and skills. Originality/value The study contributes to the scholarship on video game development, the literature on creative industries, and the economic sociology literature examining the social meaning of money and how social norms and values are manifested in professional ideologies and practices.
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Weststar, Johanna. "Understanding video game developers as an occupational community." Information, Communication & Society 18, no. 10 (April 20, 2015): 1238–52. http://dx.doi.org/10.1080/1369118x.2015.1036094.

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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.

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Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.
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Klimas, Patrycja. "Key Resources in Game Developers’ Business Models." Journal of Management and Financial Sciences, no. 31 (July 29, 2019): 135–49. http://dx.doi.org/10.33119/jmfs.2018.31.11.

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This paper presents the results of the research on key resources exploited under business models of video game developers. The main attention is paid to the identification and hierarchizing of key resources, as well as their specific types. It should be noticed that the reported study takes into account diversification of video game developers in terms of monetization models exploited, i.e. premium, freemium, or hybrid, which seems to be novel.In general, the findings locate people together with their tacit, experience-based knowledge at the top of the key resources hierarchy. Nevertheless, the results show that there are differences in perception and exploitation of the key resources among the considered types of game developers. Interestingly, only those with the premium monetization model point at tacit organizational knowledge as a specific type of key resources exploited under their business model. Moreover, the identified relational resources – although not considered in the business model canvas approach – are acknowledged only by developers using the hybrid monetization model. Last but not least, physical resources are seen as non-key ones by all the considered types of game developers.
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Perks, Matthew E. "How Does Games Critique Impact Game Design Decisions? A Case Study of Monetization and Loot Boxes." Games and Culture 15, no. 8 (August 1, 2019): 1004–25. http://dx.doi.org/10.1177/1555412019865848.

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Games critics arguably influence the form games take, identities of players, and identities of game developers. However, very little work in Game Studies examines how critical games journalism, games, developers, and independent actors intersect. This article argues that pragmatic sociology of critique, developed by Luc Boltanski, can act as a theoretical framework to aid in understanding these processes of critique. Utilizing a theoretical lens such as this helps us better understand the function of games critique within the video game industry. Applying this framework to a case study of monetization and “loot boxes,” this article emphasizes the role and power of journalistic critique in shaping gaming cultures, and the consumption and production of media more generally.
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Safadi, 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.

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With modern video games frequently featuring sophisticated and realistic environments, the need for smart and comprehensive agents that understand the various aspects of complex environments is pressing. Since video game AI is often specifically designed for each game, video game AI tools currently focus on allowing video game developers to quickly and efficiently create specific AI. One issue with this approach is that it does not efficiently exploit the numerous similarities that exist between video games not only of the same genre, but of different genres too, resulting in a difficulty to handle the many aspects of a complex environment independently for each video game. Inspired by the human ability to detect analogies between games and apply similar behavior on a conceptual level, this paper suggests an approach based on the use of a unified conceptual framework to enable the development of conceptual AI which relies on conceptual views and actions to define basic yet reasonable and robust behavior. The approach is illustrated using two video games,RavenandStarCraft: Brood War.
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Dissertations / Theses on the topic "Video game developers"

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Shook, Steffi A. "Personal Narrative Video Games: Failure, Empathy, and Marginalized Game Developers." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1556017903138173.

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Santesson, Peder. "A Study of Greenpeace Campaigns : Environmental Communication of Video Game Console Developers." Thesis, Södertörns högskola, Institutionen för livsvetenskaper, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-10887.

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This thesis explores the three campaigns Greenpeace has made towards the video game console producing companies, Sony, Microsoft and Nintendo. Using a qualitative approach I investigate how communication from an environmental organization may affect companies and what challenges Greenpeace face when they develop campaigns in relation to companies. Even though the industry is quickly expanding, almost no one had ever discussed video game consoles in relation to the environment. The situation changed when Greenpeace included Microsoft and Nintendo in their 6th edition of the “Guide to Greener Electronics”. In this guide companies in the consumer electronic industry were ranked based on their environmental communication and Microsoft and Nintendo received a very low score. Greenpeace was critiqued for the way their guide was carried out. The “Clash of the Consoles” campaign was an internet video summarizing the critics towards the game console producing companies from “Guide to Greener Electronics”. The campaign “Playing Dirty” investigated chemicals in the consoles and concluded that the companies followed legislation on regulated chemicals, but on unregulated chemicals high levels was fond in some cases. Greenpeace is usually known for using a direct approach with striking images in their campaigns. But in these cases no striking images have been used which makes it harder for them to gain sympathy for their campaigns. The concept of CSR which is socially constructed has great importance for environmental communication. However CSR has a large number of different interpretations. As shown in the thesis Greenpeace and the three companies focus on different aspects of CSR.
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Wagner, Michael. "The Dark Souls of Internationalization : Video Game Developers Enter the Chinese Market." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96031.

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This thesis analyzes how the institutional environment of the Chinese market affects market entry by foreign PC video game developers. The thesis utilizes a qualitative, multiple case study of five independent PC video game developers from around the world. The results of the thesis finds that despite China’s strict rules regarding video game publishing by foreign developers, culture and language are stronger influences on market entry strategies than Chinese regulations for the PC platform. This is due to the prevalent use of Steam, not only by foreign developers, but also their Chinese partners who publish the game to bypass the approval process mandated by the State Administration of Press and Publication (SAPP). The study also finds that, despite being in a leveraged market position due to regulations, Chinese publishers provide host of services for the developer partners for a revenue share deemed within industry standards. Additionally, localization strategies are discussed by each of the cases and this thesis finds that, while a basic translation can have success in the Chinese market, utilizing native Chinese speakers has a significant impact on a game's success, regardless of the professional level of the translation. Finally, despite the notoriety of piracy in China, developers expressed indifference to the practice, however, several methods have been identified to help mitigate the activity.
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Gonzalez, Stephen. "On Preserving Games and Perseverance for the Future: A Developer Perspective." Thesis, University of North Texas, 2019. https://digital.library.unt.edu/ark:/67531/metadc1505275/.

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Using ethnographic research methods, I worked with the International Game Developers Association (IGDA) to conduct an exploratory study about developer perspectives on video game preservation. I conducted in-depth interviews with independent developers in the Dallas-Fort Worth region, a hub for Texas game development. These interviews explored developers' knowledge and awareness of game preservation as a topic of concern, archival culture and practices in the industry, and the IGDA's potential role in addressing issues related to preservation work. This research contributes to a growing body of literature on game preservation, urgently needed as many gaming technologies face obsolescence in the near future. I use Ellen Cushman's concept of "perseverance" to examine the difference between simply preserving video games for the future, and the perseverance of game development as a professional trade and artistic craft.
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Watson, Nicholas. "Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44898.

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This research considers how the culture of game developer Cyan Worlds influences the gameplay environment and the culture of fans in Myst Online: Uru Live. The game has gone through two commercial releases and in both cases it was cancelled after a short time. Fans have attempted to salvage the game by producing their own server software and content creation tools. Recently, Cyan released their own source code and development tools to the fan community, giving fans an official channel for creating new content. This work builds off of Pearce's (2009b) study of the culture of Uru players and emergent play, but adds the dimension of considering the culture of developers themselves. A primary goal of this study was to determine how the culture of a game developer like Cyan shapes the constraints of the designed "play ecosystem" (Pearce 2009b: 7), and how it shapes the processes by which fans can salvage aspects of the game to create new content. One finding is that the design of Uru's gameplay environment is rooted in the cultural practices, personal philosophical goals and individual personality traits of its developers. Fans were able to assert ownership over the Uru story-world and the means of production of new content by proactively applying technical and problem-solving skills--the same sorts of skills that players must apply to solving puzzles in Myst games. This fan action, coupled with Cyan's goal of making an open-ended world, has helped to propel the initiative to provide open-source tools for creating new content. When fans produce new content, they draw significantly from an existing shared cultural repertoire of cues and conventions. These conventions are supported both by the software affordances of the development environment and by cultural precedent--they are readily adapted to Myst-like narratives and are easily "read" by experienced players.
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Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.

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Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voicemail, call log, 999 call, a map of the city of Plymouth and a crime scene. It is a combination of story exploration game and digital epistolary fiction that is structured via an authored fabula and dynamic syuzhet and uses the Internal-Exploratory and Internal-Ontological interactive modes to negotiate narrative and player agency. Its use of this structure and these modes shows how playable stories are uniquely positioned to deliver self-directed and empathetic emotional immersion simultaneously. The story is told in a mixture of enacted, embedded, evoked, environmental and epistolary narrative, the combination of which contributes new knowledge on how writers can use mystery, suspense and dramatic irony in playable stories. The interactive script prototype is accessible at underlandgame.com and is a means to represent how the final game is intended to be experienced by players. Thesis Abstract: This thesis considers writing and design methods for playable stories that negotiate narrative and player agency. By approaching the topic through the lens of creative writing practice, it seeks to fill a gap in the literature related to the execution of interactive and narrative devices as a practitioner. Chapter 1 defines the key terms for understanding the field and surveys the academic and theoretical debate to identify the challenges and opportunities for writers and creators. In this it departs from the dominant vision of the future of digital playable stories as the ‘holodeck,’ a simulated reality players can enter and manipulate and that shapes around them as story protagonists. Building on narratological theory it contributes a new term—the dynamic syuzhet—to express an alternate negotiation of narrative and player agency within current technological realities. Three further terms—the authored fabula, fixed syuzhet and improvised fabula—are also contributed as means to compare and contrast the narrative structures and affordances available to writers of live, digital and live-digital hybrid work. Chapter 2 conducts a qualitative analysis of digital, live and live-digital playable stories, released 2010–2016, and combines this with insights gained from primary interviews with their writers and creators to identify the techniques at work and their implications for narrative and player agency. This analysis contributes new knowledge to writing and design approaches in four interactive modes—Internal-Ontological, Internal-Exploratory, External-Ontological and External-Exploratory—that impact on where players are positioned in the work and how the experiential narrative unfolds. Chapter 3 shows how the knowledge developed through academic research informed the creation of a new playable story, Underland; as well as how the creative practice informed the academic research. Underland provides a means to demonstrate how making players protagonists of the experience, rather than of the story, enables the coupling of self-directed and empathetic emotional immersion in a way uniquely available to digital playable stories. It further shows how this negotiation of narrative and player agency can use a combination of enacted, embedded, evoked, environmental and epistolary narrative to employ dramatic irony in a new way. These findings demonstrate ways playable stories can be written and designed to deliver the ‘traditional’ pleasure of narrative and the ‘newer’ pleasure of player agency without sacrificing either.
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Higgins, Alexander. "Cuties Killing Video Games: Gender Politics and Performance in Indie Game Developer Subculture." Ohio University Honors Tutorial College / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1429206684.

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Marks, K. D. ""Wimps need not apply!" : constructing video game developer identity." Thesis, Nottingham Trent University, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.629308.

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Having emerged from the self-taught hacker culture of 1980s home-computing, contemporary video game development is now a mainstream global business. Since the industry has managed to gain respectability without sacrificing credibility, it is widely perceived as both financially and intrinsically rewarding, and so has therefore become an aspirational graduate career choice. Despite such desirability, however, there is a considerable lack of diversity amongst the workforce, which consists almost entirely of young white men. Women are particularly poorly represented, not only in relation to overall employee numbers, but also in terms of their distribution across both job roles and the corporate hierarchy. Although conforming to stereotypical expectations, it is apparent that this cannot simply be attributed to inherent sex differences in ability or preference. In addition, a number of online exposés have revealed that, despite having a positive public image, extreme working hours are endemic within the industry. Rather counterintuitively, it appears that employees choose to adopt such working practices, rather than being made to. This thesis considers how such problematic issues are interrelated through the existence of a particular workplace culture, and suggests that it is both a cause and a consequence of them. In particular, it is proposed that the extreme working practices within video game development provide traditionally marginalised male groups with a resource for the social performance of a locally hegemonic form of masculine gender identity. Consequently, this suggests that there is a significant incentive for those benefiting from such masculine resources to protect them, which is likely to result in an industry culture that is hostile to feminine women. By examining the discourse within a number of social interactions that naturally occur at the interface between the industry and the public, this thesis considers how the maintenance of such a masculine version of 'reality' is carried out in practice. Particular attention is paid to the way in which the utilisation of dichotomous categorical stereotypes to manage local interactional issues acts to further propagate such constructs as global resources for use in future interactions. Most significantly, the application of a novel method of visual analysis to metaphorical representations of video game developers suggests that recruitment advertisements act to conflate masculinity and competence. Employees who fail to perform masculinity through the adoption of extreme working practices are therefore likely to be regarded as technically incompetent. As a consequence, women who wish to maintain their femininity will either not enter the industry at all, or remain in low status positions. Since the few women that do progress must behave like stereotypical men in order to attain positions of power, they are then unlikely to regard the culture as problematic or seek to reform it. The self-reinforcing nature of such a workplace culture offers an explanation as to why stand-alone interventions have so far had little impact on either work/life balance or female underrepresentation, and suggests that such issues cannot be addressed by simply seeking to impose a critical mass of women into the industry. Instead, it is proposed that interventions should treat these issues as mutually reinforcing, and therefore directly tackle the way in which they are linked by an industry culture that is maintained through the ongoing reproduction of various problematic discourses relating to dichotomous categorical stereotypes.
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Eriksson, Gustav, and Erik Almér. "Understanding the business model in the video game industry : A case study on an independent video game developer." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43808.

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Background: Tough competition, time- and resource constraints, and changing consumer demands in the video game industry requires business models that can cope with the pressure.    Purpose: The purpose of this thesis is to use business model framework in order to better understand how independent video game developers develop their business models. We aim to contribute to the development of business model literature within the context of independent video game development by further the understanding of how a business model framework can be utilized in this new context.   Method: A case study method was used, focusing on a single-case and interviews with participants from the case company.   Conclusion: We further develop the BMC by proposing to divide the BMC for independent video game developers into a pre-release and post-release BMC to better describe the business model for an independent video game developer and the business model evolution from pre-release to post-release.
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Banks, John A. L. "Participatory culture and enjoyment in the video games industry : reconfiguring the player-developer relationship /." [St. Lucia, Qld.], 2004. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe18404.pdf.

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Books on the topic "Video game developers"

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Boris, Meltreger, ed. Beginning pre-calculus for game developers. Boston: Thomson Course Technology, 2007.

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Boris, Meltreger, ed. Beginning math concepts for game developers. Boston: Thomson Course Technology, 2007.

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

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Jozefowicz, Chris. Video game developer. Pleasantville, NY: Gareth Stevens Pub., 2010.

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Thompson, Lisa. Game on: Have you got what it takes to be a video game developer? Minneapolis, Minn: Compass Point Books, 2010.

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Duffield, Katy. Ken Kutaragi: Playstation developer. Detroit: KidHaven Press, 2008.

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Bryce, Hallett, ed. Animation unleashed: 100 principles every animator, comic book writer, filmmaker, video artist and game developer should know. Studio City, CA: M. Wiese Productions, 2008.

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Dubanov, Aleksandr. Simulation of pursuit and parallel approach methods in pursuit problems. ru: Publishing Center RIOR, 2021. http://dx.doi.org/10.29039/02071-5.

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This monograph publishes a description of methods and algorithms for pursuit problems on surfaces. Simulation of tasks in the Mathcad programming environment was made. The development of digital technologies makes it possible to simulate a variety of problems from the theory of differential games. As a result of computer modeling, a lot of animation videos were obtained, which allow you to see the algorithmic solutions proposed by the author in pursuit problems. The monograph can be useful for students of technical universities, graduate students and developers of robotic systems with elements of artificial intelligence.
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Guynes, Sean, and Dan Hassler-Forest, eds. Star Wars and the History of Transmedia Storytelling. NL Amsterdam: Amsterdam University Press, 2017. http://dx.doi.org/10.5117/9789462986213.

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Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a corrective to this oversight by curating essays from a wide range of interdisciplinary scholars in order to bring Star Wars and its transmedia narratives more fully into the fold of media and cultural studies. The collection places Star Wars at the center of those studies’ projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its world-building in their multiple contexts of production, distribution, and reception. In emphasizing that Star Wars is both a media franchise and a transmedia storyworld, Star Wars and the History of Transmedia Storytelling demonstrates the ways in which transmedia storytelling and the industrial logic of media franchising have developed in concert over the past four decades, as multinational corporations have become the central means for subsidizing, profiting from, and selling modes of immersive storyworlds to global audiences. By taking this dual approach, the book focuses on the interconnected nature of corporate production, fan consumption, and transmedia world-building. As such, this collection grapples with the historical, cultural, aesthetic, and political-economic implications of the relationship between media franchising and transmedia storytelling as they are seen at work in the world’s most profitable transmedia franchise.
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Physics for Game Developers. O'Reilly Media, Inc., 2001.

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Book chapters on the topic "Video game developers"

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Ruggles, Christopher, Greg Wadley, and Martin R. Gibbs. "Online Community Building Techniques Used by Video Game Developers." In Entertainment Computing - ICEC 2005, 114–25. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11558651_12.

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Ferlazzo, Edoardo, Chiara Sueri, Pascal Masnou, Umberto Aguglia, Sergio Mercuri, Edoardo Caminiti, Sara Gasparini, and Marta Piccioli. "Technical Issues for Video Game Developers and Architects to Prevent Photosensitivity." In The Importance of Photosensitivity for Epilepsy, 407–12. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-319-05080-5_33.

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Styhre, Alexander. "Who Is an Indie Developer? Sorting Out the Categories." In Indie Video Game Development Work, 107–28. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-45545-3_4.

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Styhre, Alexander. "Social Norms in the Developer Community: The Ambiguity of Money-Making." In Indie Video Game Development Work, 129–51. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-45545-3_5.

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Mahmoudi-Nejad, Athar, Hadi Moradi, and Hamid-Reza Pouretemad. "The Differences Between Children with Autism and Typically Developed Children in Using a Hand-Eye-Coordination Video Game." In Ubiquitous Computing and Ambient Intelligence, 256–64. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67585-5_27.

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"An Exploration of the Mobile Gaming Ecosystem from Developers’ Perspective: Claudio Feijoó." In The Video Game Industry, 85–104. Routledge, 2012. http://dx.doi.org/10.4324/9780203106495-12.

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Banks, John, and Brendan Keogh. "More Than One Flop from Bankruptcy : Rethinking Sustainable Independent Game Development." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch08.

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Since the mid-2000s saw runaway videogame successes created beyond the traditional studio paradigm, ‘indie games’ have received increased attention from distributors, console manufactures, documentary makers, festival organizers, and, crucially, a new generation of game makers looking for alternative career trajectories. However, very few indie games are commercially successful, and even fewer are followed up with a second commercial success. In this chapter, we draw from ethnographic research with Australian video game developers to unpack the myriad challenges indie game developers grapple with as they strive for sustainability. Many developers, despite deploying the language of tech start-up culture, were less interested in ‘growth’ and ‘profit’ than they were in simply being able to keep the team together to make the next game.
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Limpach, Odile. "Introduction." In The Publishing Challenge for Independent Video Game Developers, 1–11. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639-1.

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Limpach, Odile. "An Overview of the Indie PC and Console Market." In The Publishing Challenge for Independent Video Game Developers, 13–25. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639-2.

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Limpach, Odile. "What Does Publishing Mean?" In The Publishing Challenge for Independent Video Game Developers, 27–88. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639-3.

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Conference papers on the topic "Video game developers"

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Puerta-Cortés, Diana Ximena, Jennifer Karina Hernández, Ana María Olaya, José Tovar, and Daniel Varela. "Training the working memory in older adults with the “Reta tu Memoria” video game." In INNODOCT 2019. Valencia: Universitat Politècnica de València, 2019. http://dx.doi.org/10.4995/inn2019.2019.10219.

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The objective of this study was to train the visuospatial and semantic working memory of a sample of Colombian older adults through the design of a serious game. The sample was composed of 20 older adults whose ages ranged from 50 to 77 years and showed signs of normal ageing. The sample belonged to the Edad de Oro group from the Universidad de Ibagué in Colombia. Participation in this study was voluntary, and the socio-demographic data and Mini-Mental state examination questionnaires were administered. The video game’s creative process was developed over six months by a team made up of psychologists and systems engineers. The video game was created using 2D Construct3 game editor, and the use of JavaScript programming language and an advanced knowledge of HTML were required. Before training, two pilot sessions were carried out to adjust the video game structure. After that, the procedure was applied to the sample for 20 sessions. The time spent and errors made in the video game’s five levels were registered. The results show values of significant effect size. In conclusion, the Latin American samples help corroborate the central training hypothesis. Training through video games leads to improved visuospatial and semantic working memory performance.
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Back, Christopher, Andrew Olewnik, and Richard Redding. "Using the Nintendo Wii Remote in an Engineering Context: Presentation of a Specific Implementation and Applications." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-28695.

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Integration of the Nintendo Wii Remote (Wiimote) with computers has been an innovation for open community developers as a video game device and beyond. The same qualities which have made the device popular among this community (i.e. cost, accessibility and open development) make it a powerful inexpensive interface device which can be used in virtual environments to support engineering analysis and design activities. Interface devices in engineering currently include data gloves, tactile input devices and high precision tracking systems which typically require significant financial investment. The Wiimote can be utilized to duplicate, at reduced, but in most cases acceptable standards, the combined capabilities of these traditional devices but at much lower cost. This paper presents background on the ongoing innovations of the open community of developers using the Wiimote and provides a knowledge base of the technology that can be applied to support various aspects of engineering. In addition various development approaches are discussed to provide potential developers with direction in their own Wiimote programming. As part of the method presentation, the implementation of the Wiimote at the New York State Center for Engineering Design and Industrial Innovation (NYSCEDII) is presented in terms of necessary hardware and software utilized to support interactive environments. The paper concludes with a presentation of current applications including the use of the Wiimote as a wireless input device for large system design exploration, a tracking system for head movement in dynamic simulations, visualization of consumer product interaction and tracking of an interactive Wii-glove. The applications represent initial development of what is expected to become a valuable tool for research and education in engineering.
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Pantoja, Maria. "Designing a New Video Game App as an aid for Introduction to Programming classes that use C Programming Language." In Third International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.4606.

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This paper describes the use and development of a mobile application as an aid for an introduction to programming class in C, for first year engineering students. One of the biggest problems in teaching programming, and in particular in C is the concept of memory allocation and pointers. To help visualizing these concepts we developed an application in the form of a video game that works on both Android and iOS devices. The paper is inspired Digital Game Based Learning (DGBL) pedagogical theory, studying the kind of learning that happens when playing computer and video games, how to use this medium as a tool for learning, and how to design games for learning. Research has shown benefits in using mobile applications to better engage students and help them learn at their own pace and levelWe did some preliminary performance testing on students from two different groups. One group of computer engineering students and another one of non-engineering majors, both groups learning to program, with no previous knowledge of programming, to evaluate the benefits of the application. The results of this test show that there is an improvement in the students understanding in C, and we also noted a very positive attitude of students toward using something as familiar to them as mobile phones to help them understand the material.
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Mitsuhara, Hiroyuki, and Masami Shishibori. "Evacuation training using scenario-based augmented reality game." In The 5th International Conference on Virtual and Augmented Reality in Education. CAL-TEK srl, 2019. http://dx.doi.org/10.46354/i3m.2019.vare.007.

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"Evacuation training is important as disaster education that covers how to survive disasters. However, traditional evacuation training does not provide realistic simulated evacuation experience (SEE). To provide the such, we developed game-based evacuation training (GBET), where trainees are required to reach a shelter in the real world within a time limit while making decisions against virtual disaster situations presented as digital contents (e.g. video and single-choice question) on GPS-enabled smartphones or tablets. However, the GBET was insufficient in the audiovisual reality. To provide a more realistic SEE, we created an evacuation training using scenario-based augmented reality (AR) game that integrates marker-based AR and scenariobased game. Although only applicable in indoor activities, the evacuation training (the extended GBET system) presents AR that expresses disaster situations (e.g. flood and fire) by superimposing threedimensional computer graphics onto the real-time view through a handheld head-mounted display."
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Egorova, S. D., A. Lock, and M. G. Nechaev. "COMICS DEVELOPMENT FACTORS IN RUSSIA FOR THE INTERNATIONAL MARKET." In TWEET-FENTS. Новосибирский государственный университет архитектуры, дизайна и искусств им. А.Д. Крячкова, 2020. http://dx.doi.org/10.37909/978-5-89170-266-0-2020-1011.

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The comic combines the features of such art forms as literature and fine art. They have long been present in the media and, as a rule, are now being worked on in large editions. In America, Japan and Europe, the comics industry is no less developed than the cinema and television industry, literature and video games. In Russia, comics as a genre arestill in their infancy.
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Людвиченко, Виталий, Vitaliy Lyudvichenko, Дмитрий Ватолин, and Dmitriy Vatolin. "Predicting Video Saliency Using Crowdsourced Mouse-Tracking Data." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-127-130.

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This paper presents a new way of getting high-quality saliency maps for video, using a cheaper alternative to eye-tracking data. We designed a mouse-contingent video viewing system which simulates the viewers’ peripheral vision based on the position of the mouse cursor. The system enables the use of mouse-tracking data recorded from an ordinary computer mouse as an alternative to real gaze fixations recorded by a more expensive eye-tracker. We developed a crowdsourcing system that enables the collection of such mouse-tracking data at large scale. Using the collected mouse-tracking data we showed that it can serve as an approximation of eye-tracking data. Moreover, trying to increase the efficiency of collected mouse-tracking data we proposed a novel deep neural network algorithm that improves the quality of mouse-tracking saliency maps.
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Rhode, David L., J. Wayne Johnson, and Brian F. Allen. "Effect of Flow Instabilities and Self-Sustained Oscillations on Labyrinth Seal Leakage Resistance." In ASME 1997 International Gas Turbine and Aeroengine Congress and Exhibition. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/97-gt-214.

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Two flow instabilities involving a bifurcated flow pattern were discovered for the throughflow jet in a stepped labyrinth seal. A bifurcation stability map was developed showing which combinations of tooth clearance and step height occur in which of the three flow regimes. These instabilities, along with self-sustained flow oscillations, were experimentally explored to obtain a preliminary understanding of their effect on seal leakage. Computer-captured visualization videos were used to measure the throughflow angle oscillation amplitudes, frequencies and mean flow trajectory angles. For small tooth clearances, the intermediate step height case, which exhibited the sharpest flow deflection and largest oscillation amplitude, gave the highest leakage resistance. Further, for larger tooth clearances, the large step height cases, located farthest on the stability map into the Oscillatory Bifurcated regime, gave the highest resistance. Thus, for large clearances the oscillating nature of the Oscillatory Bifurcation flow pattern appears to give enhanced leakage resistance via increased turbulent mixing.
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Vorfeld, Jeff. "Experiences With On-Line Explosive De-Slagging at Covanta WTE Facilities." In 15th Annual North American Waste-to-Energy Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/nawtec15-3214.

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An on-line cleaning technique perfected in Europe, which places low-yield explosive charges in close proximity to tube lane pluggage, and uses pre- and post-cleaning video camera surveillance to document results, has been tested at three WTE facilities in the western U.S. operated by Covanta. Testing indicates several tangible benefits relative to the more traditional off-line blasting, water washing (on-line and off-line), and stick blasting (on-line), including: • substantial elimination of cleaning related downtime between maintenance outages; • longer runtimes with less overall fouling and pluggage related ailments; • reduced off-line cleaning time at the beginning of major outages to the benefit of the outage schedule; • exemplary safety of the on-line cleaning process; • less wear and tear on pressure parts and boiler casings; and, • almost no fugitive dust problems in the boiler house that may occur with off-line blasting. The process starts with an initial video survey of fouling conditions. A water-cooled camera with purge air and temperature monitoring is inserted into the flue gas to record the fouling condition of the boiler. Following the survey, a cleaning plan is developed. Shots consist of low-yield detonating cord encased in thin gage aluminum alloy tubing. The charges are positioned in the gas lanes between tubes while being cooled with a water-air mixture and detonated. Following the cleaning effort, a final camera survey is done to verify the cleaning effectiveness, and to follow up with touch-up cleaning if necessary.
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Blanco, Silvia, Berta Carrión, and José Luis Lerma. "REVIEW OF AUGMENTED REALITY AND VIRTUAL REALITY TECHNIQUES IN ROCK ART." In ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/arqueologica8.2016.3561.

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The usage of augmented reality (AR) and virtual reality (VR) technologies began to grow when smartphones appeared. Until then, the number of portable devices capable of incorporating these technologies was reduced. Video games are the main field where these technologies are applied, but in other fields such as in archaeology, these technologies can offer many advantages. Ruins reconstruction, ancient life simulation, highly detailed 3D models visualisation of valuable objects from the past or even user free movement in missing places are just some examples found in literature.This paper reviews the latest visualisation technologies and their applicability to the rock art field. The main purpose is to disseminate rock art paintings through AR and VR applications. After the image-based three-dimensional (3D) modelling is obtained, an interactive visit to a shelter for displaying rock art paintings is presented. This is one of examples developed in this paper that pretends to apply the revised AR and VR techniques. In addition, an example of AR is developed that can be easily adapted to further applications displaying rock art paintings.
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Kim, Inki, Scarlett R. Miller, and Andris Freivalds. "Motion Analysis as an Evaluation Framework for Eye-Hand Coordination: A Case Study in Ultrasound-Guided Catheter Insertion." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-34575.

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Helping resident surgeons quickly and accurately develop expertise in clinical skills is crucial for improving patient safety and care. Because most surgical skills require visually aided device manipulations, developing effective eye-hand coordination is a crucial component of most surgical training. While eye-hand coordination has typically been evaluated on the basis of time to complete a task and number of errors, growing evidence suggests that task performance can be distinguished by detecting eye gaze patterns and movement planning. However, few studies have explored methods for collecting and evaluating gaze patterns without significantly impeding the user (e.g. goggle eye trackers), reducing the utility of this approach. Therefore, the current study was developed to propose and test a framework for evaluating the quality of eye-hand coordination using a novel motion analysis technique. To validate the framework, three expert and three novice resident surgeons were video-taped during ultrasound-guided central-venous catheter insertion procedures and compared. Our method was able to show that experts demonstrate distinguished patterns in adjusted accuracy, movement trajectories and time allocation. The results also showed that expert performance in eye-hand coordination appears to be characterized by goal-oriented adjustment. This research framework can be used to characterize individual differences and improve surgical residence training and can also be applied in other domains where eye-hand coordination needs to be studied without impeding user performance.
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