Academic literature on the topic 'Video game players'

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Journal articles on the topic "Video game players"

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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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Ortiz de Gortari, Angelica B., Karin Aronsson, and Mark Griffiths. "Game Transfer Phenomena in Video Game Playing." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (July 2011): 15–33. http://dx.doi.org/10.4018/ijcbpl.2011070102.

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Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.
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Yuwono, Ardian Indro, Gabriel Roosmargo Lono Lastoro Simatupang, and Aprinus Salam. "The Unconscious Self in Role Playing Video Game’s Avatar." Jurnal Ilmu Komunikasi 16, no. 2 (May 1, 2019): 115. http://dx.doi.org/10.31315/jik.v16i2.2687.

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In the world of digital video games, human players are present through surrogates. Surrogates in the video game is a character which also called by the term avatar which is a self-representation of real players. The presence of avatars in role playing games are formed through a process of creation by the gamer. The production of avatars cannot be separated from the unconscious mind of the players, the unconscious desire, ego and ideology. This avatar creation process continues ongoing, following the progress of the video game story. The decision, the path, and the act that the player take in completing the story are gradually reshaping the avatar. In the end, the avatar eventually became a manifestation and reflection of the unconscious minds of the video game players. This research conducted using ethnography and Jacques Lacan psychoanalysis theory.
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Tomkinson, Sian. "Video games through the refrain: Innovation and familiarity." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 287–302. http://dx.doi.org/10.1386/jgvw_00020_1.

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The video game market is dominated by numerous franchises and many players lament that games are becoming boring and repetitive. However it is evident that players desire these games, which sell well. This article suggests that Deleuze and Guattari’s refrain can help explain why players desire repetition in games, and what kinds of risks and potentials it can provide. Specifically, in regard to gameplay I consider elements including genre and mechanics, and player’s desire to re-experience games. To explore repetition in players I consider game communities and the gamer identity, which can open up players to difference or encourage restriction. I argue that understood through the refrain, repetition in video games has the potential to generate difference, innovation and connections, but also possibly a closing off. The refrain is a useful tool for games studies and industry workers who are interested in understanding how new experiences can emerge from repetition.
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Chess, Shira, Nathaniel J. Evans, and Joyya JaDawn Baines. "What Does a Gamer Look Like? Video Games, Advertising, and Diversity." Television & New Media 18, no. 1 (August 1, 2016): 37–57. http://dx.doi.org/10.1177/1527476416643765.

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Recent years have seen changes to the video game industry and the image of video game players. There are more games on the market and a larger variety of ways to play those games. Yet, despite market shifts, authors such as Shaw demonstrate that there are still tensions surrounding gamer identification. Even as next-generation systems (such as the Xbox One, the PlayStation 4, and the Wii U) and casual gaming take hold of the market, tension remains between the perceptions of who is playing versus the reality of actual players. In our study, we perform a content analysis of video game commercials in 2013 to explore questions of diversity—particularly in terms of portrayals of the player’s sex and ethnicity—to consider how the gamer is represented in terms of physical and behavioral attributes.
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Rochat, Shékina, and Jérôme Armengol. "Career Counseling Interventions for Video Game Players." Journal of Career Development 47, no. 2 (August 9, 2018): 207–19. http://dx.doi.org/10.1177/0894845318793537.

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Video games are becoming ubiquitous in Western societies. However, this virtual leisure has received little attention from researchers in career counseling, leaving career counselors relatively unprepared to work with video game players. In this article, we propose three types of interventions to capitalize on the benefits of playing video games to foster the career counseling process. The first intervention aims to identify and transfer the skills that video game players develop through their leisure activity. The second intervention highlights how video game players’ narrative may reveal vocational personality types. The third intervention proposes to turn career counseling tasks into a game to increase motivation to achieve it. The strengths and limitations of these interventions are underlined, as well as the potential of career counseling sessions to help remedy problematic video game play.
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Eden, Allison, Erin Maloney, and Nicholas David Bowman. "Gender Attribution in Online Video Games." Journal of Media Psychology 22, no. 3 (January 2010): 114–24. http://dx.doi.org/10.1027/1864-1105/a000016.

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Demographic research and anecdotal evidence suggest that, historically, games have been dominated by male players. However, newer research shows gains by female players, especially in online games. Therefore, how gamers perceive the masculinity of other gamers in game has become relevant. Two experiments examine how two variables – game genre and player skill – inform gender perception in online games. Results from both studies show that game genre is a salient cue for gender perception, but that perception of player skill is not. A number of gender differences in perceptions of player skill and the relationship between genre and perceptions of player masculinity are also identified. These findings are an important first step in understanding the perception of others in online entertainment environments.
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Benoit, Julie Justine, Eugenie Roudaia, Taylor Johnson, Trevor Love, and Jocelyn Faubert. "The neuropsychological profile of professional action video game players." PeerJ 8 (November 17, 2020): e10211. http://dx.doi.org/10.7717/peerj.10211.

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In the past 20 years, there has been growing research interest in the association between video games and cognition. Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies failed to replicate these results. Until now, the vast majority of studies defined video game players based on the number of hours an individual spent playing video games, with relatively few studies focusing on video game expertise using performance criteria. In the current study, we sought to examine whether individuals who play video games at a professional level in the esports industry differ from amateur video game players in their cognitive and learning abilities. We assessed 14 video game players who play in a competitive league (Professional) and 16 casual video game players (Amateur) on set of standard neuropsychological tests evaluating processing speed, attention, memory, executive functions, and manual dexterity. We also examined participants’ ability to improve performance on a dynamic visual attention task that required tracking multiple objects in three-dimensions (3D-MOT) over five sessions. Professional players showed the largest performance advantage relative to Amateur players in a test of visual spatial memory (Spatial Span), with more modest benefits in a test of selective and sustained attention (d2 Test of Attention), and test of auditory working memory (Digit Span). Professional players also showed better speed thresholds in the 3D-MOT task overall, but the rate of improvement with training did not differ in the two groups. Future longitudinal studies of elite video game experts are required to determine whether the observed performance benefits of professional gamers may be due to their greater engagement in video game play, or due to pre-existing differences that promote achievement of high performance in action video games.
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Quick, John M., Robert K. Atkinson, and Lijia Lin. "Empirical Taxonomies of Gameplay Enjoyment." International Journal of Game-Based Learning 2, no. 3 (July 2012): 11–31. http://dx.doi.org/10.4018/ijgbl.2012070102.

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A survey study was conducted to better understand how gameplay enjoyment relates to players’ personality traits and video game preferences. This study demonstrated that the core design elements of games that lead to enjoyment can be empirically identified. Similarly, it showed that considering personality, an individual characteristic, can produce informative insights about how players perceive gaming experiences. Whereas video game research has historically emphasized either games or players in isolation (Juul, 2010), this study is an initial effort towards a holistic approach that considers how design features and player characteristics combine to generate enjoyable video game experiences. Two empirical taxonomies for creating more enjoyable game experiences are presented.
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Kiyonari, Toko. "Detecting Defectors When They Have Incentives to Manipulate Their Impressions." Letters on Evolutionary Behavioral Science 1, no. 1 (May 4, 2010): 19–22. http://dx.doi.org/10.5178/lebs.2010.5.

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We examined if naive observers can distinguish defectors from cooperators even when defectors may be motivated to present themselves positively. In Study 1, 150 participants played a “semi-sequential” Prisoner’s Dilemma Game (PDG) with real monetary incentives, half as first players and half as second players. First players decided to cooperate or defect, and second players made the same decision without knowing the first player’s choice. The first player was given a chance to present a video message to the second player before the latter made their decision. After the PDG, players played a separate one-shot, semi-sequential Stag Hunt Game (SHG), a coordination game where cooperation is the best choice insofar as the other also cooperates. In this game, the first player was not given a chance to send a video message. When the players had incentives to hide intentions or manipulate impressions of themselves, even motivated judges (whose monetary gain depended on the accuracy of cheater/cooperator detection) could not distinguish defectors from cooperators in either the PDG or SHG. However, they were able to discriminate “hard-core defectors” who defected in both games. In Study 2, however, in which judges had no monetary incentives to detect targets’ choices, participants were unable to discern even hard-core defectors. The contents of the messages did not provide help discerning defectors.
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Dissertations / Theses on the topic "Video game players"

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Ngai, Anita Ching Yi. "Cultural Influences On Video Games: players' preferences in narrative and game-play." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/770.

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As an entertainment media, video games provide pleasure and enjoyment through interactions with various game elements. Some games are more successful in one part of the world than others, which sales data have clearly shown over the years. Games designed in various parts of the world often have distinct differences, as developers implicitly or subconsciously convey their values and culture in their creations. Thus, in examining ?what is fun,? one must move beyond technical aspects of game design and look into immersion and emotional experiences.

In this paper, sales data for 2004 were first examined, followed by a case study to investigate any differences between Japan and the US, where major game console manufacturers and game developers reside. Although they indicated differences in popularity of genres and design approaches, results from the survey were not able to verify conclusively major statistical difference between the two groups of respondents.

The survey was constructed with a focus on narrative and game-play elements, in hopes to get a better understanding of players? preferences through the concept of immersion, which were anticipated to be influenced by cultural differences. Although no major differences were found, given the small sample population, it could be seen that there was a greater sense of character attachment from Japanese respondents, while American respondents did not like to be forced away from their actions by ?long? narrative elements.
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Chisholm, Joseph Donald. "Reduced attentional capture in action video game players." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12578.

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Over the past 30 years, video games have become a more accepted and increasingly popular form of entertainment. Due to this increase in public interest as well as the increasing complexity of modern video games, researchers have begun to study whether extensive video game experience can affect cognitive and perceptual skills. Of particular interest is whether video game experience affects aspects of visual attention. Recent studies indicate that playing action video games improves performance on a number of visual attention-based tasks. However, it remains unclear whether action video game experience primarily affects endogenous or exogenous forms of spatial orienting. To examine this issue, action video game players and non-action video game players performed an attentional capture task. Results showed that action video game players responded quicker than non-action video game players both when a target appeared in isolation and when a salient, task-irrelevant distractor was present in the display. Action video game players additionally showed a smaller capture effect than non-action video game players. When coupled with the findings of previous studies, the collective evidence indicates that extensive experience with action video games may enhance players’ top-down attentional control which in turn can modulate the negative effects of bottom-up attentional capture. Collectively, this work also adds to the literature suggesting that video games can provide a novel form of rehabilitation for individuals living with various cognitive or visual deficits.
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Phillips, R. S. "Exploring the characteristics of violent video game players." Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/52040/.

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The role of violent video games (VVG) in increasing levels of aggression in players is a topic that has been debated for decades. While a simple cause and effect relationship is not present, it is apparent from the literature that VVGs do have a relationship with elevated levels of aggression within some players. The first chapter of this Thesis presents a systematic review of the literature focusing on additional factors included in the research to explain this finding. However, a lack of standardisation in both measurement and reporting of results making interpretation difficult. The second chapter provides a critique of the non-experimental methods used within video game (VG) research. The third chapter focuses on a non-experimental study which highlighted the differences in aggression, motivations for playing, empathy, and personality in a group of VVG players. The final chapter presents the results of a service evaluation of the management of VGs within a high secure psychiatric hospital, which highlighted the real-world implication of an unclear literature base. The conclusions of this thesis highlight the variation in the quality of the literature available and stresses the need to conduct research with targeted populations, both VG players and clinically populations, to fully understand the relationship between engaging in VVG and increased aggression.
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Miles, Christopher E. "Co-evolving real times strategy game players." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3274501.

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Wydick, James R. "The impact of in-game advertising on players' attitudes and purchasing behavior towards video games." View electronic thesis, 2008. http://dl.uncw.edu/etd/2008-3/wydickj/jameswydick.pdf.

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Peters, Sara Jean. "Get in the game the effects of game-product and product placement proximity on game players' processing of brands embedded advergames /." Diss., Columbia, Mo. : University of Missouri-Columbia, 2008. http://hdl.handle.net/10355/5756.

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Thesis (M.A.)--University of Missouri-Columbia, 2008.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on August 14, 2009) Includes bibliographical references.
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Evanson, Michele Desiree. "Examining Female Gamers’ Perceptions and Attitudes of Behaviors in the Gaming Community." Marietta College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=marietta1494336910328406.

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Schmidt, Anne [Verfasser], and Stefan [Gutachter] Pollmann. "Spatial contextual cueing in handball players and action video game players / Anne Schmidt ; Gutachter: Stefan Pollmann." Magdeburg : Universitätsbibliothek Otto-von-Guericke-Universität, 2019. http://d-nb.info/1219965812/34.

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Rios, Pino Luis Felipe. "Players Attitudes Towards In-Game Advertising." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/655075.

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Los usuarios están protestando activamente contra los anuncios digitales invasivos descargando software de bloqueo de anuncios. Los desarrolladores de juegos recientes introducen publicidad dinámica e interactiva en mundos virtuales. En este contexto, videojuegos como el NBA2K18, lanzaron diferentes plataformas como vallas publicitarias y otros medios publicitarios dentro del juego. Este estudio tiene como objetivo analizar cómo es la experiencia del usuario en NBA2K18 con respecto a la participación de las marcas en él. Se posiciona en el paradigma interpretativo y se realizaron entrevistas semiestructuradas. Los participantes fueron 15 jugadores NBA2K18, considerados "Hard Core Players" cuyas edades oscilaron entre los 18 y los 25 años. Se estudiará MyCareer, un modo de juego en NBA 2K18. Los resultados muestran que todos los participantes estuvieron de acuerdo en que las marcas son necesarias en este juego, ya que ayudan a los jugadores a cumplir con todas sus fantasías. Las percepciones de los jóvenes giraban en torno a cómo las marcas les ayudaban a perseguir sus sueños. Las marcas en NBA2K18, no sometieron la experiencia del juego a sus objetivos; más bien, lo mejoran, para que los jugadores lo sientan mucho más cercano a la vida real.
Users are actively protesting against invasive digital ads by downloading adblocking software. Recent games developers introduce dynamic and interactive advertising into virtual worlds. In this context, video games like NBA2K18 launched different platforms like billboards and other advertising media within the game. This study aims to analyze how the user’s experience in NBA2K18 is regarding the participation of brands in it. It is positioned in the interpretive paradigm and semi-structured interviews were conducted. The participants were 15 NBA2K18 players, considered "hard-core players" whose ages ranged from 18 to 25. MyCareer, a game mode in NBA 2K18 will be studied. Findings show all participants agreed that brands are necessary in this game because help the players fulfilled every fantasy requirement. Young people's perceptions revolved around how the brands help them pursuing their dreams. Brands in NBA2K18, do not undergo the experience of the game; rather, they enhance it, so that players feel it much more like real life.
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Chukwu, Leonard O., and Yazhini Ramaswamy. "Differentiating Video Game Addiction from Other High-Level Engagements Among Adult Players." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37742.

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This study focused on the behaviours of adult video game players in the context of positive and negative effects of video games, to accurately differentiate video game addicts from highly engaged and non-addicted players. To accomplish this, we adopted the Problematic Video Game Playing Test (PVGT) to measure the components of addiction and Flow Short Scale (FSS) to measure high-level engagement. This is a concept which has been lost in the previous studies, setting the current study apart from other studies which were primarily concerned with investigating the negative impact of video games on its players. To get the data needed for this study, we conducted an online survey with a 40-item questionnaire which included demographic information of the respondents, gaming experience and behavioural components of flow and addiction. We were able to attract 80 adult video game players to participate in the study. Our findings showed that 60% of these 80 adult video game players were not addicted, 34% were highly engaged while 6% of the players were addicted. These findings helped us to infer that not all highly engaged video game players are addicted. Furthermore, most of the addicted players were players who have been playing video games for a long time.
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Books on the topic "Video game players"

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Guidebooks, Ultimate App. Minecraft survival: The ultimate players guide to surviving in Minecraft. [Place of publication not identified]: Ultimate App Guide Books, 2014.

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G, P. Publishing. Game Players Encyclopedia of Nintendo Games: Volume Seven. Greensboro, NC.: GP Publishing Inc., 1993.

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Talley, Trevor. Master builder 3.0 advanced: Minecraft®TM secrets and strategies from the game's greatest players : the unofficial guide. Edited by Funk Joe editor. Chicago, Illinois: Triumph Books LLC, 2015.

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Inc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Redmond, USA: Microsoft Pr, 1991.

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Research, Signal, and Gp Publications. Game Player's Encyclopedia of Nintendo Games. Greensboro, NC: Signal Research Inc., 1990.

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The ultimate player's guide to Minecraft. 2nd ed. Indianapolis, Ind: Pearson Education, 2015.

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O'Brien, Stephen. The ultimate player's guide to Minecraft. Indianapolis, Indiana: Pearson Education, 2015.

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Minecraft: The ultimate player's guide to Minecraft. [Place of publication not identified]: Ultimate App Guidebooks, 2013.

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The Fortnite guide to staying alive: Tips and tricks for every kind of player. Kansas City, Missouri: Andrews McMeel Publishing, 2018.

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Research, Signal. Game Player's Encyclopedia of Nintendo Games: Volume Two. Greensboro, NC: Signal Research Inc., 1990.

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Book chapters on the topic "Video game players"

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Farooq, Sehar Shahzad, Abdullah Aziz, Hammad Mukhtar, Mustansar Fiaz, Ki Yeol Baek, Naram Choi, Sang Bin Yun, Kyung Joong Kim, and Soon Ki Jung. "Multi-modality Based Affective Video Summarization for Game Players." In Communications in Computer and Information Science, 59–69. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81638-4_5.

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Breuer, Johannes. "Blame the Players, Don’t Blame the Games: Why We Should Worry Less About Sexist Video Game Content and Focus More on Interactions Between Players." In Video Game Influences on Aggression, Cognition, and Attention, 137–49. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_11.

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Fortin-Côté, Alexis, Cindy Chamberland, Mark Parent, Sébastien Tremblay, Philip Jackson, Nicolas Beaudoin-Gagnon, Alexandre Campeau-Lecours, Jérémy Bergeron-Boucher, and Ludovic Lefebvre. "Predicting Video Game Players’ Fun from Physiological and Behavioural Data." In Advances in Intelligent Systems and Computing, 479–95. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-03402-3_33.

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Irak, Metehan, Can Soylu, Özüm Karya Sakman, and Gözem Turan. "ERP Correlates of Working Memory Load in Excessive Video Game Players." In Game User Experience And Player-Centered Design, 3–20. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37643-7_1.

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Gunter, Barrie. "Are Some Players More Susceptible Than Others to Video Game Effects?" In Does Playing Video Games Make Players More Violent?, 195–222. London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-57985-0_8.

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Takagi, Miki, and Hiroyoshi Miwa. "Method for Extracting Positions of Players from Video of Lacrosse Game." In Advances in Intelligent Networking and Collaborative Systems, 162–71. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29035-1_16.

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Ozenc, Orhan Efe. "User Experience and Motivation of Professional Video Game Players: A Case Study of Esports in Turkey." In Game User Experience And Player-Centered Design, 77–120. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37643-7_5.

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Fujii, Nobuto, Yuichi Sato, Hironori Wakama, and Haruhiro Katayose. "Autonomously Acquiring a Video Game Agent’s Behavior: Letting Players Feel Like Playing with a Human Player." In Lecture Notes in Computer Science, 490–93. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34292-9_42.

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Nosu, Kiyhoshi, Tomoya Kurokawa, Hiroto Horita, Yoshitarou Ohhazama, and Hiroki Takeda. "Voice Feed-Backing for Video Game Players by Real-Time Sequential Emotion Estimation from Facial Expression." In Intelligent Virtual Agents, 513–14. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04380-2_68.

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Sánchez, Raquel Echeandía, and Sara Cortés Gómez. "Video Game Development Processes that Generate Engagement in the Players: A Case Study of Don’t Starve." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 212–27. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73426-8_12.

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Conference papers on the topic "Video game players"

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Moura, Dinara, Magy Seif el-Nasr, and Christopher D. Shaw. "Visualizing and understanding players' behavior in video games." In ACM SIGGRAPH 2011 Game Papers. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2037692.2037695.

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Rogers, Katja, and Michael Weber. "Audio Habits and Motivations in Video Game Players." In AM'19: Audio Mostly. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3356590.3356599.

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Vella, Kellie, Daniel Johnson, and Leanne Hides. "Indicators of wellbeing in recreational video game players." In OzCHI '15: The Annual Meeting of the Australian Special Interest Group for Computer Human Interaction. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2838739.2838818.

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Buche, Cedric, Cindy Even, and Julien Soler. "Autonomous Virtual Player in a Video Game Imitating Human Players: The ORION Framework." In 2018 International Conference on Cyberworlds (CW). IEEE, 2018. http://dx.doi.org/10.1109/cw.2018.00029.

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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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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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Saito, Keiichi, Naoki Mukawa, and Masao Saito. "Brain Activity Comparison of Different-Genre Video Game Players." In Second International Conference on Innovative Computing, Informatio and Control (ICICIC 2007). IEEE, 2007. http://dx.doi.org/10.1109/icicic.2007.204.

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Gaina, Raluca D., Diego Perez-Liebana, and Simon M. Lucas. "General Video Game for 2 players: Framework and competition." In 2016 8th Computer Science and Electronic Engineering (CEEC). IEEE, 2016. http://dx.doi.org/10.1109/ceec.2016.7835911.

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Alonso, Eloi, Maxim Peter, David Goumard, and Joshua Romoff. "Deep Reinforcement Learning for Navigation in AAA Video Games." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/294.

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In video games, \non-player characters (NPCs) are used to enhance the players' experience in a variety of ways, e.g., as enemies, allies, or innocent bystanders. A crucial component of NPCs is navigation, which allows them to move from one point to another on the map. The most popular approach for NPC navigation in the video game industry is to use a navigation mesh (NavMesh), which is a graph representation of the map, with nodes and edges indicating traversable areas. Unfortunately, complex navigation abilities that extend the character's capacity for movement, e.g., grappling hooks, jetpacks, teleportation, or double-jumps, increase the complexity of the NavMesh, making it intractable in many practical scenarios. Game designers are thus constrained to only add abilities that can be handled by a NavMesh. As an alternative to the NavMesh, we propose to use Deep Reinforcement Learning (Deep RL) to learn how to navigate 3D maps in video games using any navigation ability. We test our approach on complex 3D environments that are notably an order of magnitude larger than maps typically used in the Deep RL literature. One of these environments is from a recently released AAA video game called Hyper Scape. We find that our approach performs surprisingly well, achieving at least 90% success rate in a variety of scenarios using complex navigation abilities.
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Ribeiro, Elison, and Marcos Seruffo. "Proposal of quantitative and qualitative metrics to assess affective user-centered design of video games." In XVII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação (SBC), 2018. http://dx.doi.org/10.5753/ihc.2018.4197.

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The experience which emerges from digital games has, above all, an emotional nature, so evaluating the user experience only through objective factors does not seem to be sufficient for the analysis of a game as it is an entertainment product. This article intends to propose a set of metrics that allow evaluating affective, or roughly speaking, emotional aspects of the user experience from digital games. The metrics are applied to a list, found in a related work, of relevant game design components that affect the subjective experience of gaming. The intended experiment in the future is a gameplay session of a game especially designed to include a system that measures in background, through the proposed metrics, players’ actions in the gaming experience. The result in this paper is a set of quantitative and qualitative metrics that will assess players’ choices in the actual experiment and that yield numerical outcomes, even though the analyzed factors are subjective.
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Nosu, Kiyhoshi, Tomoya Kurokawa, Hiroto Horita, Yoshitarou Ohhazama, and Hiroki Takeda. "Real Time Emotion-Diagnosis of Video Game Players from their Facial Expressions and its Applications to Voice Feed-Backing to Game Players." In 2007 International Conference on Machine Learning and Cybernetics. IEEE, 2007. http://dx.doi.org/10.1109/icmlc.2007.4370512.

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Reports on the topic "Video game players"

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Brawer, Jacob, and J. Galen Buckwalter. Impact of Brief Exposure to an E10-Rated, Mildly-Violent Video Game on Teen Players' Short-Term Attention and Concentration Ability. Journal of Young Investigators, October 2018. http://dx.doi.org/10.22186/jyi.35.4.77-80.

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