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Books on the topic 'Video game problem'

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1

Lipson, Ashley S. Computer and video game law: Cases, statutes, forms, problems & materials. Durham, N.C: Carolina Academic Press, 2009.

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2

D, Brain Robert, ed. Computer and video game law: Cases, statutes, forms, problems & materials. Durham, N.C: Carolina Academic Press, 2009.

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3

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

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This monograph publishes a description of methods and algorithms for pursuit problems on surfaces. Simulation of tasks in the Mathcad programming environment was made. The development of digital technologies makes it possible to simulate a variety of problems from the theory of differential games. As a result of computer modeling, a lot of animation videos were obtained, which allow you to see the algorithmic solutions proposed by the author in pursuit problems. The monograph can be useful for students of technical universities, graduate students and developers of robotic systems with elements of artificial intelligence.
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The children and the wolves. Somerville, Mass: Candlewick Press, 2011.

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5

translator, Zhang Jiafen, ed. Guan diao ying mu, hai zi da nao chong kai ji: Zhong jie huai pi qi, shui de an wen, kai qi zhuan zhu xue xi nao, 4 zhou "dian zi jin shi" yue zao kai shi yue hao. Taibei Shi: Xiang shi wen hua, 2016.

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6

Paavilainen, Janne, Hannu Korhonen, Elina Koskinen, and Kati Alha. Heuristic evaluation of playability. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0015.

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The fierce competition in the video games market and new revenue models such as free-to-play emphasize the importance of good playability for first-time user experience and retention. Cost-effective and flexible evaluation methods such as heuristic evaluation is suitable for identifying playability problems in different phases of the game development life cycle. In this chapter we introduce the heuristic evaluation method with updated playability heuristics, present example studies on identifying playability problems in social network games, and propose new heuristics for evaluating free-to-play games.
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7

Cote, Amanda C. Gaming Sexism. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479838523.001.0001.

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In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine roots, with women comprising nearly half of all gamers. On the other hand, gaming spaces witnessed increasing, public incidents of sexism and misogyny. Gaming Sexism analyzes the video game industry and its players to explain the roots of these contradictory narratives, how they coexist, and what their divergence means in terms of power and gender equality. Media studies scholar Amanda C. Cote first turns to video game magazines to assess how longstanding expectations for “gamers” are shifting, how this provokes anxiety in traditional audiences, and how these players resist change, at times employing harassment and sexism to drive out new audience members. She follows this analysis by interviewing female players, to see how their experiences have been affected by games’ changing environment. Interviewees reveal many persistent barriers to full participation in gaming, including overtly and implicitly sexist elements within texts, gaming audiences, and the industry. At the same time, participants have developed nuanced strategies for managing their exclusion, pursuing positive gaming experiences, and competing with men on their own turf. Thus, Gaming Sexism reveals extensive, persistent problems in achieving gender equality in gaming. However, it also demonstrates the power of a motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces—and culture more broadly—can themselves be gamed and overcome.
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Pause and Reset: A Parent's Guide to Preventing and Overcoming Problems with Gaming. Oxford University Press, Incorporated, 2019.

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9

Firewall. Orca Book Publishers, 2017.

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10

Alkemeyer, Thomas, Kristina Brümmer, and Thomas Pille. Intercorporeality at the Motor Block. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190210465.003.0008.

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Central to this paper is the analysis of a video sequence in which car mechanics try to solve a technical problem. The sequence is analyzed by means of Pierre Bourdieu’s concepts of habitus and practical sense understood as a sociological reformulation of the phenomenological concept of intercorporeality. It is demonstrated that this sense implies two interrelated dimensions: It functions both as an embodied background foundation for functional problem-solving as well as a sense for social hierarchies. The cooperative solution of a technical problem opens up the stage for power games. In conclusion, the different ways are discussed in which the “twofold” interpretation of the video sequence allows for a specification of “intercorporeality”.
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11

Aktualʹnye problemy igrovoĭ kulʹtury sovremennogo detstva: Sbornik nauchnykh stateĭ. Kursk: Kurskiĭ gos. universitet, 2008.

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12

A, Reprint︠s︡eva E., ed. Aktualʹnye problemy igrovoĭ kulʹtury sovremennogo detstva: Sbornik nauchnykh stateĭ. Kursk: Kurskiĭ gos. universitet, 2008.

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13

Allosso, Dan. Outside the Box. iUniverse, Inc., 2007.

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14

Outside the Box. iUniverse, Inc., 2007.

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15

Kassabian, Anahid. The End of Diegesis As We Know It? Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.032.

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This article appears in theOxford Handbook of New Audiovisual Aestheticsedited by John Richardson, Claudia Gorbman, and Carol Vernallis. The distinction between diegetic and nondiegetic music and its critiques have become something of an industry in film music studies lately. There are articles, sections of journal issues, conference sessions, and other activities organized on the topic. As I argued inHearing Film(2001), I have never found the terminology particularly useful, though as many have suggested, we can’t throw out all sense of the distinction that the vocabulary tries to describe. The problem, however, amps up exponentially when video games and Web sites are added to the mix. The use of music in “new media” challenges most of film music studies’ assumptions and presumptions, and these new practices demand new approaches and vocabulary. This chapter focuses on the challenges posed to film music studies models by digital media practices.
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16

Ascending The Boneyard: A mind-bending and captivating mystery about one teen’s surreal experiences after surviving a major trauma. Simon Pulse, 2016.

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17

Reset your child's brain: A four-week plan to end meltdowns, raise grades, and boost social skills by reversing the effects of electronic screen-time. 2015.

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18

Rafter, Nicole, and Michelle Brown, eds. The Oxford Encyclopedia of Crime, Media, and Popular Culture. Oxford University Press, 2018. http://dx.doi.org/10.1093/acref/9780190494674.001.0001.

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Over 120 scholarly articlesCrime and punishment fascinate. Overwhelming in their media dominance, they present us with our most popular television programs, films, novels, art works, video games, podcasts, social media streams and hashtags. This encyclopedia, a massive and unprecedented undertaking, offers a foundational space for understanding the cultural life and imaginative force and power of crime and punishment. Across five areas foundational to the study of crime and media, leading scholars from five continents engage cutting edge scholarship in order to provide definitive overviews of over 120 topics. In the context of an unprecedented global proliferation in the production of images, they take up the perennial and emergent problems of crime's celebrity and fascination; stereotypes and innovations in portrayals of crime and criminals; and the logics of representation that follow police, courts, capital punishment, prisons, and legal systems across the world. They also engage new, timely, and historically overlooked categories of offense and their representations, including child sexual abuse, violence against women, and human trafficking. A series of entries on mediums and methods provide a much needed set of critical approaches at a historical moment when doing media and visual research is a daunting, formidable undertaking. This is also a project that stretches our understanding of conventional categories of crime representation. One example of this is homicide, where entries include work on the ever-popular serial killer but also extend to filicide, infanticide, school shootings, aboriginal deaths in custody, lynchings, terrorism and genocide. Readers will be will be hard-pressed to find a convention, trope, or genre of crime representation that is not, in some way, both present and enlarged. From film noir to police procedurals, courtroom dramas and comedies to comic books, crime news to true crime and reality tv, gaming to sexting, it is covered in this encyclopedia.
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