Academic literature on the topic 'Video game development'
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Journal articles on the topic "Video game development"
Liang, Xinyun. "Communication Characteristics and Development Path of Online Game Video." Art and Society 2, no. 1 (February 2023): 57–60. http://dx.doi.org/10.56397/as.2023.02.09.
Full textMustofa, Mustofa, Jordy Lasmana Putra, and Chandra Kesuma. "Penerapan Game Development Life Cycle Untuk Video Game Dengan Model Role Playing Game." Computer Science (CO-SCIENCE) 1, no. 1 (January 25, 2021): 27–34. http://dx.doi.org/10.31294/coscience.v1i1.158.
Full textSari, Dinar Ayu Mirunggan, Murtono Murtono, and Irfai Fathurohman. "Pengembangan Media Video Animasi 3D Dalam Permainan Tradisional Petak Benteng Untuk Keterampilan Motorik." Risenologi 6, no. 1 (April 30, 2021): 8–12. http://dx.doi.org/10.47028/j.risenologi.2021.61.147.
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 textBaimuratov, O. A. "DEVELOPMENT AND OPTIMAZATION OF VIDEO GAME MECHANICS IN UNITY 3D." Bulletin of the Korkyt Ata Kyzylorda University 59, no. 4 (2021): 204–10. http://dx.doi.org/10.52081/bkaku.2021.v59.i4.113.
Full textKristanto, 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.
Full textPhan, Mikki H., Joseph R. Keebler, and Barbara S. Chaparro. "The Development and Validation of the Game User Experience Satisfaction Scale (GUESS)." Human Factors: The Journal of the Human Factors and Ergonomics Society 58, no. 8 (September 27, 2016): 1217–47. http://dx.doi.org/10.1177/0018720816669646.
Full textMaraza-Quispe, Benjamin, Luis Angel Mamani-Nina, and Ebelyn María Mamani-Sucasaca. "Towards the development of prosocial behavior in students through the use of video games." World Journal on Educational Technology: Current Issues 15, no. 1 (January 21, 2023): 10–27. http://dx.doi.org/10.18844/wjet.v15i1.6893.
Full textSújar, Aarón, Marina Martín-Moratinos, María Rodrigo-Yanguas, Marcos Bella-Fernández, Carlos González-Tardón, David Delgado-Gómez, and Hilario Blasco-Fontecilla. "Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide." JMIR Serious Games 10, no. 3 (August 1, 2022): e33884. http://dx.doi.org/10.2196/33884.
Full textPohan, Achmad Baroqah, Ibnu Alfarobi, and Sofian Wira Hadi. "Pengembangan Idle Game “Havok Runner” Berbasis Android Menggunakan Metode Agile Game Development." JURNAL MEDIA INFORMATIKA BUDIDARMA 6, no. 3 (July 25, 2022): 1573. http://dx.doi.org/10.30865/mib.v6i3.3994.
Full textDissertations / Theses on the topic "Video game development"
Williams, Walter K. "Video Game Development Strategies for Creating Successful Cognitively Challenging Games." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/4762.
Full textLee, Alger Y. J. "Innovation and Strategy in Video games development : A multiple case study of Taiwan' Video game industry." Thesis, University of Manchester, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.509836.
Full textAlmeida, Samuel de Jesus. "Augmenting video game development with eye movement analysis." Master's thesis, Universidade de Aveiro, 2009. http://hdl.handle.net/10773/1199.
Full textA indústria dos vídeo jogos é actualmente uma das mais valiosas e lucrativas do género. Como se espera de qualquer membro activo desta indústria, os produtores de vídeo jogos aspiram a obter uma quota desse mercado e das receitas. Hoje, a exigência relativa ao lançamento de vídeo jogos é tal que, por vezes, uma das etapas cruciais do desenvolvimento do produto é preterida – a avaliação da usabilidade – o que resulta em jogos de menor qualidade. Ainda, os vídeo jogos que são avaliados acabam por o ser à custa de métodos que não são totalmente correctos e que não respeitam à unicidade do media. O presente trabalho surge, portanto, com o objectivo de apresentar uma nova metodologia que vá ao encontro do referido problema. A metodologia proposta é uma parte de um estudo empírico que contou com participantes com distintos níveis de experiencia com vídeo jogos e que fez uso de dois instrumentos: um questionário e em segundo lugar, uma tecnologia que não gera consenso – o eye tracking – um método que mensura os movimentos e as posições do olho. Os dados obtidos através dos questionários bem como os resultados do eye tracking foram analisados e serviram de base para o objectivo maior deste estudo: o desenvolvimento de guidelines (linhas orientadoras) que possam assistir na melhoria da concepção e do desenvolvimento de vídeo jogos. ABSTRACT: The video game industry is presently one of the most valuable and lucrative of its kind. As is expected from any active member in this industry, video game developers aspire to secure a share of that market and income. Currently, the demand to deliver video games is such that at times, one of the most important moments of product development is overlooked – usability evaluation – resulting in less enjoyable or playable video games. Furthermore, those that are evaluated are done so at the cost of methods that are not completely accurate and that do not respect the uniqueness of the media. The present study emerges, therefore, with the objective of presenting a new methodology that can challenge the mentioned predicament. The proposed methodology is one part of an empirical study that counted with participants of various gaming experiences and made use of two instruments: a questionnaire and secondly, a technology many have yet to accept – eye tracking – a method capable of measuring eye movement and eye positions. The acquired data from the questionnaires along with eye tracking results were analyzed and served as the basis for the greater objective of this study: the development of guidelines that can assist in the augmentation of video game development.
Koffi, 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 textHiggins, 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.
Full textBlomqvist, Samuel, and Björn Detterfelt. "Real Time Integrated Tools for Video Game Development : a usability study." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167066.
Full textKuoppa, Andreas. "Design Decisions for Indie Development of Educational Video Games : A Case Study." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74576.
Full textOkal, Ehab, and Sebastian Hovenberg. "On the development of an educational math game." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20493.
Full textThere are many different ways to implement learning activities in the modern educational system as seen in schools nowadays. But in an era that is rapidly being digitized, the educational system has not really managed to catch up or succeed in implementing these digitalization’s in a meaningful and effective way. This inability to digitize has been growing more prevalent by each passing year with droppings in mathematical performance as shown in the latest result for the tests carried out by PISA [1]. Out of this enlightenment the Swedish government set out funding research projects in order to understand and examine the reasons behind this drop. But this study will not be focusing on the PISA result. In this study, we investigate whether educational games could be an answer to negate or halt these dropping in performance.The aim of this study is to create an educational game centered on solving mathematical problems in a new way not often seen in educational games, by implementing design choices mostly seen in highly developed video games. The results of this study show that there is some evidence that confirms that more highly developed games could be a good way of learning and possibly also the next evolution in the educational system seen in schools, however the result also show that the educational part of the game really has to be flexible and challenging enough for the player or student in order to have them coming back to the game and learn more.
Sandqvist, Ulf. "Digitala drömmar : en studie av den svenska dator- och tv-spelsbranschen 1980-2005." Licentiate thesis, Umeå University, Department of Economic History, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1470.
Full textThis licentiate thesis describes the development of the Swedish computer and video game industry. The main focus is on the Swedish game development industry. Little research on the industry has been done and the purpose is to define the companies involved and to create an initial overview of the development of the industry. This overview will later be used as a platform for the doctorial thesis.
Games are a growing culture form and today a lot of people are playing different types of computer and video games. Internationally the industry has expanded and some of the successful games have generated spectacular revenues. In Sweden the industry has received attention from different actors like universities, government bodies and media. There are today educations that are focused on game development and there are programs which allocates grants towards game companies. The rapid development in the computers technology has had a great impact on the game industry, which is dependent on hardware development to create games.
The first computer games were made for some of the very first computers in the 1940´s and 1950´s. In the 1970´s a market for games was created when arcade machines and somewhat later home consoles were introduced. The industry has grown and includes today some of the largest companies in the world.
The Swedish industry follows the international pattern but developed a bit later and the first Swedish game companies were founded in the late 1980´s. The industry has expanded, especially between 1998 and 2002. In 2005 the number of people employed in the industry had increased to over 600. During the period under study the industry seems to have had a constant problem with making a profit. Especially in 2002 and 2003 the industry has had economic problems and some of the lager companies were bankrupt.
Chatzilias, Dimitris. "A Hybrid Difficulty Balancing Method on “Casual” Mobile Game." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-173953.
Full textBooks on the topic "Video game development"
Styhre, Alexander. Indie Video Game Development Work. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-45545-3.
Full textBrusca, Victor G. Introduction to Video Game Engine Development. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4.
Full text1966-, Novak Jeannie, ed. Game development essentials: Game simulation development. Clifton Park, NY: Thomson / Delmar Learning, 2008.
Find full textMoore, Michael E. Game development essentials: Game industry career guide. New York: Delmar/Cengage Learning, 2010.
Find full textJeannie, Novak, ed. Game development essentials. New York: Delmar/Cengage Learning, 2010.
Find full textGame development essentials: An introduction. 3rd ed. Clifton Park, N.Y: Delmar, 2012.
Find full textCharacter development and storytelling for games. Boston: Thomson Course Technology, 2004.
Find full textSheldon, Lee. Character development and storytelling for games. Boston: Thomson Course Technology, 2004.
Find full textSaulter, Joseph. Introduction to video game design and development. Boston: McGraw-Hill, 2007.
Find full textGame development essentials: An introduction. 2nd ed. Clifton Park, NY: Thomson/Delmar Learning, 2008.
Find full textBook chapters on the topic "Video game development"
Cooper, Jonathan. "The Game Development Environment." In Game Anim Video Game Animation Explained, 11–26. Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22299-2.
Full textBowman, Nicholas David, Joseph Wasserman, and Jaime Banks. "Development of the Video Game Demand Scale." In Video Games, 208–33. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-13.
Full textBrusca, Victor G. "Game Screens." In Introduction to Video Game Engine Development, 277–98. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_14.
Full textFernández, Agustín Pérez. "Video Game Development in Argentina." In Gaming Globally, 79–81. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137006332_6.
Full textGeorge, Joseph Thachil, and Meghna Joseph George. "Developing a Video Game." In Human-Computer Interaction in Game Development with Python, 81–110. Berkeley, CA: Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8182-6_3.
Full textBrusca, Victor G. "Game Screen Classes." In Introduction to Video Game Engine Development, 183–202. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_8.
Full textBrusca, Victor G. "PongClone Game Screen." In Introduction to Video Game Engine Development, 339–70. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_18.
Full textBrusca, Victor G. "Game Build Introduction." In Introduction to Video Game Engine Development, 301–5. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_15.
Full textMcAnlis, Colt, Petter Lubbers, Brandon Jones, Duncan Tebbs, Andrzej Manzur, Sean Bennett, Florian d’Erfurth, et al. "Applying Old-School Video Game Techniques in Modern Web Games." In HTML5 Game Development Insights, 105–45. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6698-3_8.
Full textHodge, Sarah E., John McAlaney, Christos Gatzidis, Eike Falk Anderson, Davide Melacca, and Jacqui Taylor. "Applying Psychological Theory to In-Game Moral Behaviors Through the Development of a Purpose-Made Game." In Video Games, 108–25. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-7.
Full textConference papers on the topic "Video game development"
Politowski, Cristiano, Fabio Petrillo, Gabriel Cavalheiro Ullmann, Josias de Andrade Werly, and Yann-Gaël Guéhéneuc. "Dataset of Video Game Development Problems." In MSR '20: 17th International Conference on Mining Software Repositories. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3379597.3387486.
Full textSchmalz, Marc, Aimee Finn, and Hazel Taylor. "Risk Management in Video Game Development Projects." In 2014 47th Hawaii International Conference on System Sciences (HICSS). IEEE, 2014. http://dx.doi.org/10.1109/hicss.2014.534.
Full textLopez, Ximena, and Carlo Fabricatore. "Fostering Students' Creativity through Video Game Development." In 2012 IEEE 12th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2012. http://dx.doi.org/10.1109/icalt.2012.123.
Full textOgaki, Shinji. "Shader development at OLM." In SIGGRAPH ASIA 2015 R&D in the Video Game Industry. New York, New York, USA: ACM Press, 2015. http://dx.doi.org/10.1145/2818419.2818423.
Full textDirgantara, Harya Bima, Yulius Denny Prabowo, and Matthew Marcellino Jermia. "Development of Android-Based Quiz Video Game: Mathventure." In 2019 International Joint Conference on Information, Media and Engineering (IJCIME). IEEE, 2019. http://dx.doi.org/10.1109/ijcime49369.2019.00097.
Full textPalomo-Duarte, Manuel, Juan Manuel Dodero, José Tomás Tocino, Antonio García-Domínguez, and Antonio Balderas. "Competitive evaluation in a video game development course." In the 17th ACM annual conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2325296.2325371.
Full textAbe, Erika, Koichi Fujiwara, Manabu Kano, Hiroshi Chigira, and Toshitaka Yamakawa. "Development of Photoplethysmogram sensor-embedded video game controller." In 2016 IEEE International Conference on Consumer Electronics (ICCE). IEEE, 2016. http://dx.doi.org/10.1109/icce.2016.7430675.
Full textLi, Angxuan. "Deficiency of Loot Box Games in Chinese Video Game Market-A Review." In 2022 7th International Conference on Financial Innovation and Economic Development (ICFIED 2022). Paris, France: Atlantis Press, 2022. http://dx.doi.org/10.2991/aebmr.k.220307.212.
Full textThominet, Luke. "Games We Envision: Rhetorics of Potentiality in Open Video Game Development Projects." In 2019 IEEE International Professional Communication Conference (ProComm). IEEE, 2019. http://dx.doi.org/10.1109/procomm.2019.00032.
Full textFuentes Chab, Iván Humberto, Damián Uriel Rosado Castellanos, Olivia Graciela Fragoso Diaz, and Ivette Stephany Pacheco Farfán. "Quality Model based on Playability for the Understandability and Usability Components in Serious Video Games." In 9th International Conference on Signal, Image Processing and Pattern Recognition (SPPR 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101912.
Full textReports on the topic "Video game development"
Li, Sen, Yang Song, Zhidong Cai, and Qingwen Zhang. Are Active Video Games Useful In The Development Of Gross Motor Skill Of Non-Typically Developing Children?A Meta-Analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, May 2022. http://dx.doi.org/10.37766/inplasy2022.5.0124.
Full textVideo Games for Learning and Development. IEDP Ideas for Leaders, January 2013. http://dx.doi.org/10.13007/123.
Full text