Academic literature on the topic 'Video game development'

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Journal articles on the topic "Video game development"

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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.

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Since the development of We-media platform, game video has always been an important component field after vertical subdivision of platform content, and the popularity of game video results from the support of video games themselves. Video games provide participants with wonderful experiences that can’t be obtained in reality. In this paper, the characteristics of game communication and the development path of game videos were discussed. In the future development, how can game video creators still utilize the advantages of game subjects and We-media platforms to give full play to their professional knowledge and innovative consciousness, so as to achieve rapid development?
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Mustofa, 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.

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The development of technology and information drives the acceleration of a very dynamic world. With this discovery, computer technology, which was created as a tool for human work, has now developed into a means of games, entertainment, communication and so on. In the entertainment sector, one of the most popular pieces of technology is the video game industry. However, information and knowledge regarding video game development is not very popular in Indonesia, especially about the Life Cycle in the video game development process. In addition, video games have a wide variety of genres and different role-plays. So that not all Game Development Life Cycle (GDLC) models fit into certain game categories, especially the RPG (Roled Playing Game) genre which has unique role-playing. So it is necessary to have a suitable testing model. This study aims to test whether the Life Cylce Development Game proposed by Rido Ramadan and Yani Widyani can be used in the development of RPG (Roled Playing Game) video games. The results show that video game development using the Game Development Life Cycle (GDLC) proposed by Rido Ramadan and Yani Widyani, this video game can run well.
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Sari, 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.

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The purpose of this research is to explain the ddevelopment of 3D animated video media in traditional games of petak benteng for motor skills. The children (students) began to recognize the traditional game of petak benteng. Researchers developed a traditional game of petak benteng by using it as a 3D animated video to introduce the game. So that the game is not inferior to modern games. This researcher is a research and development (RnD). Sources of fata in this study are primary data and secondary data. The data techniques, and interviews. The result of this research is that 3D aniamtion video learning media for students tradisional games, 3D animation video for the introduction of traditional games can be used to improve studentts motor skills, and 3D animation videos can be used as online learning media.
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Aditya, 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.

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This report investigates the importance of creating a realistic environment in order to create an immersive world in digital games. The discussion will start from the history of Digital game development until now, discussing on the limitations of gaming consoles from time to time, and how game designers nowadays keep pushing the boundaries of the visual aspects of their game. Then focusing the discussion on the technical and art aspect of digital game design. By doing the analysis in this report, we can conclude that there are several reason that affects the visual quality of video games, such as the technology of the game console, the limitation of game engine, and also the skill of the game artist itself. Key words : Video Games, Digital Games, Game Console, Environment, Game Engine.
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Baimuratov, 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.

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Creating video games requires complex processes. Depending on the genre and type of the game, it uses physical and mathematical laws. In solving some algorithmic problems, the question arises of optimizing the game. How to optimize the algorithms for its creation will be shown in the article on the example of the authors game "Togyzkumalak 3D". Before solving the problem, it was shown how to create video games, programs and methods used in them. The development of game mechanics in Unity 3D is described
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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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Phan, 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.

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Objective: The aim of this study was to develop and psychometrically validate a new instrument that comprehensively measures video game satisfaction based on key factors. Background: Playtesting is often conducted in the video game industry to help game developers build better games by providing insight into the players’ attitudes and preferences. However, quality feedback is difficult to obtain from playtesting sessions without a quality gaming assessment tool. There is a need for a psychometrically validated and comprehensive gaming scale that is appropriate for playtesting and game evaluation purposes. Method: The process of developing and validating this new scale followed current best practices of scale development and validation. As a result, a mixed-method design that consisted of item pool generation, expert review, questionnaire pilot study, exploratory factor analysis ( N = 629), and confirmatory factor analysis ( N = 729) was implemented. Results: A new instrument measuring video game satisfaction, called the Game User Experience Satisfaction Scale (GUESS), with nine subscales emerged. The GUESS was demonstrated to have content validity, internal consistency, and convergent and discriminant validity. Conclusion: The GUESS was developed and validated based on the assessments of over 450 unique video game titles across many popular genres. Thus, it can be applied across many types of video games in the industry both as a way to assess what aspects of a game contribute to user satisfaction and as a tool to aid in debriefing users on their gaming experience. Application: The GUESS can be administered to evaluate user satisfaction of different types of video games by a variety of users.
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Maraza-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.

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Currently, in the information and knowledge society in which we live, the use of video games has become widespread among children and adolescent students. Given this reality, we wonder to what extent the use of video games helps to develop the prosocial behavior of students, so as to encourage Solidarity and Help Response, Perspective Taking, Altruism and Assistance among students. The objective of the research is to measure the efficacy of the treatment given through video games in the prosocial behavior of students in Regular Basic Education. The methodology applied is quasi-experimental through the application of the video game Sandbox Minecraft in students, a pre-test and post-test was applied that considers a Prosocial Skills Scale for Adolescents (EHP-A): Solidarity and Help Response, Perspective Taking, Altruism and Assistance among students. It allowed to measure the students' prosocial behavior. Five game sessions were developed with personalized dynamics in the Sandbox Minecraft video game in its multiplayer mode. The results show that the dynamics applied through the five game sessions were able to improve and increase solidarity and Help Response, Perspective Taking, Altruism and Assistance among the students. In conclusion, the short-term effectiveness of the use of the Sandbox Minecraft video game to improve prosocial behavior in students is demonstrated. Keywords: Video game, Sandbox, Minecraft, behavior, prosocial, education, learning
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Sújar, 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.

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Video game–based therapeutic interventions have demonstrated some effectiveness in decreasing the symptoms of attention deficit hyperactivity disorder (ADHD). Compared with more traditional strategies within the multimodal treatment of ADHD, video games have certain advantages such as being comfortable, flexible, and cost-efficient. However, establishing the most appropriate type(s) of video games that should be used for this treatment remains a matter of debate, including the commercial existing video games or serious video games that are specifically constructed to target specific disorders. This guide represents a starting point for developing serious video games aimed at treating ADHD. We summarize the key points that need to be addressed to generate an effective and motivating game-based treatment. Following recommendations from the literature to create game-based treatments, we describe the development stages of a serious video game for treating ADHD. Game design should consider the interests of future users; game mechanics should be based on cognitive exercises; and therapeutic mechanisms must include the control of difficulty, engagement, motivation, time constraints, and reinforcement. To elaborate upon this guide, we performed a narrative review focused on the use of video games for the treatment of ADHD, and were inspired by our own experience during the development of the game “The Secret Trail of Moon.”
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Pohan, 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.

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Video games are one of the industries that are growing very rapidly every year. And in a video game industry, there are many types/genres of games that have been widely circulated in the community. One of them is a type of game where players interact a little while the game is running, namely idle games. Even though gaming is one of the industries that is growing very rapidly, based on the report of Diana Paskarina (COO of game loka nutmeg) the contribution of the creative game industry is still very small to state revenue. However, regardless of the existing constraints, there are opportunities/opportunities that can be utilized to improve the country's economy through idle games. This refers to the results of the Sensor Tower survey which shows that the income of the idle game genre in Q3 2016 to Q2 2018 has increased very rapidly. Therefore, researchers try to make a positive contribution by developing game applications with the idle game genre using the Agile Game Development method.
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Dissertations / Theses on the topic "Video game development"

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Williams, Walter K. "Video Game Development Strategies for Creating Successful Cognitively Challenging Games." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/4762.

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The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was to investigate the design strategies of video game developers who have successfully created video games that are challenging, entertaining, and successful. The technology acceptance model served as a conceptual framework. The entire population for this study was members of a video game development team from a small successful video game development company in North Carolina. The data collection process included interviews with 7 video game developers and analysis of 7 organizational documents. Member checking was used to increase the validity of the findings from the participants. Through the use of triangulation, 4 major themes were identified in the study: the video game designer has a significant impact on the development process, the development process for successful video games follows iterative agile programming methods, programming to challenge cognition is not a target goal for developers, and receiving feedback is essential to the process. The findings in this study may benefit future video game developers and organizations to develop strategies for developing successful games that entertain and challenge players while ensuring the viability of the organization. Findings may influence society as they demonstrate where the points of interest should be directed concerning the impact of video games upon behavior of the players.
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Lee, 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.

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This thesis aims to address a major research gap in contemporary innovation and competition research by exploring the nature of innovation and competition in the videogame development (VGD) industry, which is considered a significant part of the creative service industries in the contemporary "experience economy". Based on an in-depth, chronological and multiple-case study, this thesis finds that the industry has experienced a radical "paradigm-shift" - transforming itself from producing simple products into supplying complex product systems (CoPS). This radical transformation consists of numerous incremental innovations across the whole industry over time. Despite finding that the precise nature of VGD innovation varies from case to case and firm to firm with a high degree of idiosyncrasy, this thesis demonstrates the significance and function of content innovation in the VGD innovation and competition process. This thesis also finds that, before the rise of the online format, videogame can be characterised as craft-like/simple product but then videogame should be characterised as craft-like/complex service system. However, in terms of the production method, the VGD industry follows the managerial pattern of traditional manufacturing industries as a great deal of formalisation and modularisation takes place within these multiple-CoPS project-based firms. In terms of competitive strategy, this thesis finds that the process and content of strategic management in the VGO industry do not resemble those described in either the rationalist approach or the Competitive Forces approach. In other words, the conventional wisdom of innovation and strategic management research can not offer a satisfactory account of all these aforementioned changes; and only a multifaceted innovation perspective and the dynamic capabilities approach (DCA) can truly capture the phenomenon taking place over the last few years. However, the DCA still needs further elaboration to be non-tautological.
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Almeida, Samuel de Jesus. "Augmenting video game development with eye movement analysis." Master's thesis, Universidade de Aveiro, 2009. http://hdl.handle.net/10773/1199.

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Mestrado em Comunicação Multimédia
A 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.
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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.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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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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Blomqvist, 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.

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The video game industry can be ruthless. As a developer, you usually find yourself working in the popular third-party development tools of the time. These tools however might not provide the best usability and quality of life one desires. This can lead to a lot of frustration for the developer, especially when the development enters a crunch period of long and hard work. We believe some of the frustration can be avoided, and we believe this can be done by creating effective, functional and user-friendly integrated development tools specialized for the development environment. In this master's thesis we investigated just that, how integrated game development tools can be designed to be usable in terms of effectiveness and learnability. The investigation was performed by designing and implementing an integrated game development tool. The development of the tool was performed iteratively with user testing between every iteration to find usability defects, allowing the tool to be refined and improved throughout the development process. To finish off the development process, there was a final user test where professional video game developers tried out the tool and then answered a System Usability Scale questionnaire. The System Usability Scale score and task completion rate showed that the final state of the tool can be considered highly usable in terms of effectiveness and averagely usable in terms of learnability. This suggests that involving user testing in the development process is vital for ensuring good usability in the end product.
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Kuoppa, 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.

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Educational video games – especially for the PC market – do not seem to perform as well commercially as games from other genres. We argue that there is room for independent – ’indie’ – developers to break into the marketplace, by identifying certain niches and innovating on the genre. This would generate commercial value for such actors and knowledge value for the players. Design decisions of high importance made during development of an educational video game demo at the small Swedish company Toleap Consulting AB were analysed in the pursuit of contributing to effective indie development of such games. Three main problems that arose during development were identified, and three design decisions where implemented to combat these respective problems; (1) Interpreted educational game pattern utilising XML, (2) Function-based game views and (3) Community created assets, open source, and no costly dependencies. In our case, the formulated design decisions effectively solved our problems, and we argue that they generalise. If a developer creating a similar game (educational video game) in a similar situation (independent development with limited resources) encounters one or more of these problems, the suggested design decisions may help the developer solve the problems, in turn making more educational video games available on the market, generating the aforementioned commercial and knowledge values.
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Okal, 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.

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Det finns många olika sätt att genomföra inlärningsaktiviteter i det moderna utbildningssystemet som det nu finns i skolorna. Men i en tid som snabbt digitaliseras har utbildningssystemet inte lyckats fånga eller lyckas med att implementera digitaliseringen på ett meningsfullt och effektivt sätt. Denna oförmåga att digitalisera har blivit alltmer utbredd för varje år som passerar med en minskning i matematisk prestanda hos studenterna, vilket tydligt framgår av det senaste resultaten som PISA utför varje år [1]. Utifrån dessa här upplysningar utarbetade den svenska regeringen ett finansierat forskningsprojekt för att förstå och undersöka orsakerna till detta fall i matematisk prestanda hos de testade studenterna. Men denna studie kommer inte att fokusera på PISA-resultatet. I den här undersökningen undersöker vi huruvida pedagogiska spel kan vara ett svar för att negera eller stoppa dessa fall i matematiska prestanda hos studenterna. Syftet med denna studie är att skapa ett pedagogiskt spel som är centrerat på att lösa matematiska problem på ett nytt sätt, som oftast inte ses i pedagogiska spel, detta genom att implementera designalternativ som oftast ses i högutvecklade videospel. Resultaten av denna studie visar att det finns några bevis som bekräftar att mer högutvecklade spel kan vara ett bra sätt att lära sig och eventuellt kanske nästa steg i skolsystemets utveckling, men resultatet visar också att den pedagogiska delen av spelet måste verkligen vara flexibelt och utmanande nog för att få spelaren eller studenten att komma tillbaka till spelet och lära sig mer.
There 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.
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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.

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This 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.

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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.

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A new hybrid Video Game Difficulty Balancing method which stands in between the two traditional methods (Static and Dynamic) has been suggested in this project aiming to discreetly estimate the player’s difficulty preference and make the respective in-game adjustment. This method has been based on the hypothesis that the user’s difficulty preferences can be to some extent predicted by some of their in-game actions. A casual mobile game containing a User Testing part has been developed for this purpose and played by 56 participants. The extracted results offer some insights on various gamers’ demographic groups behaviors and some indications that the intended prediction is feasible.
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Books on the topic "Video game development"

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Styhre, Alexander. Indie Video Game Development Work. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-45545-3.

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Brusca, Victor G. Introduction to Video Game Engine Development. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4.

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1966-, Novak Jeannie, ed. Game development essentials: Game simulation development. Clifton Park, NY: Thomson / Delmar Learning, 2008.

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Moore, Michael E. Game development essentials: Game industry career guide. New York: Delmar/Cengage Learning, 2010.

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Jeannie, Novak, ed. Game development essentials. New York: Delmar/Cengage Learning, 2010.

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Game development essentials: An introduction. 3rd ed. Clifton Park, N.Y: Delmar, 2012.

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Character development and storytelling for games. Boston: Thomson Course Technology, 2004.

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Sheldon, Lee. Character development and storytelling for games. Boston: Thomson Course Technology, 2004.

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Saulter, Joseph. Introduction to video game design and development. Boston: McGraw-Hill, 2007.

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Game development essentials: An introduction. 2nd ed. Clifton Park, NY: Thomson/Delmar Learning, 2008.

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Book chapters on the topic "Video game development"

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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.

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Bowman, 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.

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Brusca, 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.

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Fernández, 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.

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George, 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.

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Brusca, 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.

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Brusca, 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.

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Brusca, 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.

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McAnlis, 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.

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Hodge, 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.

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Conference papers on the topic "Video game development"

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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.

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Schmalz, 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.

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Lopez, 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.

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Ogaki, 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.

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Dirgantara, 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.

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Palomo-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.

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Abe, 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.

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Li, 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.

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Thominet, 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.

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Fuentes 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.

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Abstract:
A serious video game is an easy and practical way to get the player to learn about a complex subject, such as performing integrals, applying first aid, or even getting children to learn to read and write in their native language or another language. Therefore, to develop a serious video game, you must have a guide containing the basic or necessary elements of its software components to be considered. This research presents a quality model to evaluate the playability, taking the attributes of usability and understandability at the level of software components. This model can serve as parameters to measure the quality of the software product of the serious video games before and during its development, providing a margin with the primordial elements that a serious video game must have so that the players reach the desired objective of learning while playing. The experimental results show that 88.045% is obtained concerning for to the quality model proposed for the serious video game used in the test case, margin that can vary according to the needs of the implemented video game.
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Reports on the topic "Video game development"

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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.

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Video Games for Learning and Development. IEDP Ideas for Leaders, January 2013. http://dx.doi.org/10.13007/123.

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