Academic literature on the topic 'Video game research'
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Journal articles on the topic "Video game research"
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.
Full textIvory, James D. "Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches." Review of Communication Research 1 (2013): 31–68. http://dx.doi.org/10.12840/issn.2255-4165_2013_01.01_002.
Full textGampell, Anthony Viennaminovich, JC Gaillard, and Meg Parsons. "On the use of participatory methodologies for video game research: Exploring disaster risk reduction in video games." Methodological Innovations 12, no. 3 (September 2019): 205979911988427. http://dx.doi.org/10.1177/2059799119884277.
Full textCosta, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (January 2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Full textNyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (December 11, 2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.
Full textANGELIA, JUANDA MARIA, ANNISA AYU MULIA, and DETANTI ASMANINGAYU PRAMESTI. "Copyright Protection of Video Game for Game Developer in Indonesia." Notaire 2, no. 2 (August 8, 2019): 213. http://dx.doi.org/10.20473/ntr.v2i2.13097.
Full textKristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (February 26, 2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.
Full textAsghar, Madiha, and Maryam Noor. "Relationship Between Temperament and Video Game Addiction among Youth." Peshawar Journal of Psychology and Behavioral Sciences (PJPBS) 2, no. 2 (January 5, 2017): 285–98. http://dx.doi.org/10.32879/pjpbs.2016.2.2.285-298.
Full textHamlen, Karla R. "General Problem-Solving Styles and Problem-Solving Approaches in Video Games." Journal of Educational Computing Research 56, no. 4 (September 12, 2017): 467–84. http://dx.doi.org/10.1177/0735633117729221.
Full textHofman-Kohlmeyer, Magdalena. "Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players." Central European Management Journal 29, no. 1 (March 15, 2021): 61–87. http://dx.doi.org/10.7206/cemj.2658-0845.41.
Full textDissertations / Theses on the topic "Video game research"
Ortiz, de Gortari A. B. "Exploring 'Game Transfer Phenomena' : a multimodal research approach for investigating video games' effects." Thesis, Nottingham Trent University, 2015. http://irep.ntu.ac.uk/id/eprint/27888/.
Full textFoster, Lisa B. "Effects of Video Game Streaming on Consumer Attitudes and Behaviors." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etd/3041.
Full textChen, Renee Chia-Lei. "Autoethnographic Research through Storytelling in Animation and Video Games." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461270639.
Full textVonderlind, Chris J. "Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1566367310448623.
Full textKoloko, Muya. "The persistence of attitudes following violent and non-violent video game play using conventional versus embodied controls." Master's thesis, University of Cape Town, 2010. http://hdl.handle.net/11427/14402.
Full textThe effects of violent video game play on hostility and support for violence are unclear. Previous studies have shown increases, decreases or no effect at all. At the time of the first study (2007) it was unclear if attitudes and opinions within a game persisted after game play. Also unknown was how long any such effects would last, and if they would be affected by using embodied versus conventional controls in the game. 3 experiments were run on university students to investigate these points. It was hypothesised that violent play would increase hostility and support for violence, and that these effects would be short term and increased by the use of embodied controls. Study 1 investigated whether attitudes and opinions persisted immediately after game play by having participants play either a nonviolent or violent version of a computer game and then measuring their support for violence. The hypothesis was tentatively supported in males, who showed higher support for violence in the violent version group. Study 2 aimed to pilot a behavioural measure of hostility to be used in Study 3 by having participants watch either a non-violent (non-violent group) or violent clip (violent group) before completing the behavioural measure and the violence questionnaire used in Study 1. The hypothesis was not well supported in that the attitudinal scores were almost equal. However, the expected trend occurred in the behavioural measure. Study 3 investigated how long the effects on hostility and support for violence would last, and if they were affected by the use of embodied versus conventional controls. Participants played a non-violent and violent game on either the Playstation 2 or Nintendo Wii. Violent play did not increase support for violence and hostile decision making, it marginally decreased them. Also, the participants' responses did not completely return to baseline after 24 hours. Lastly, embodied controls were not found to have a greater effect on support for violence. Therefore, the 3 predictions of this study were not supported. Overall, the central tenet that video games can affect players' attitudes, opinions, cognition and behaviour post play and that this will be especially true in games wherein an in-game character mimics the physical actions of the player is not well supported.
Mimoun, Arnaud. "What are the pressures affecting game students during a game production course? : A qualitative research conducted over a small population of undergraduate international game students." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420948.
Full textHorta, João Filipe Beja Orrico. "Equity research - Electronic Arts, Inc." Master's thesis, Instituto Superior de Economia e Gestão, 2019. http://hdl.handle.net/10400.5/19168.
Full textEste projeto visa a analisar e avaliar a empresa Electronic Arts, Inc. (EA). Este trabalho enquadra-se no âmbito do Trabalho Final do Programa de Mestrado em Finanças, do Instituto Superior de Economia e Gestão (ISEG), Universidade de Lisboa, elaborado de acordo com o formato recomendado pelo Chartered Financial Analyst Institute. Em termos de avaliação, passamos a analisar as finanças e a administração da empresa, nos últimos sete anos, e prevemos o seu desempenho financeiro para os próximos cinco anos. A pesquisa realizada tem por base a investigação bibliográfica e documental disponíveis a 31 de março de 2018, consideradas da maior relevância para este estudo. Nenhuma informação, evento ou circunstância, posterior a esta data, foi considerada. A avaliação para determinar o preço-alvo foi conseguida por meio de uma média de dois métodos de avaliação, em particular pelo método do Fluxo de Caixa Descontado, usando o modelo de crescimento da perpetuidade e o método múltiplo sobre o valor terminal. As premissas consideradas para realizar a previsão financeira foram o resultado dos dados disponíveis divulgados publicamente pela empresa. Após o estudo realizado, que aqui apresentamos, consideramos como recomendação a compra de ações da EA, com um preço alvo de USD $107.89 para o ano de 2019, representando um potencial de valorização de 34%, em comparação com o último preço de fecho divulgado, de USD $80.37, a 2 de janeiro de 2019.
This project aims to analyze and evaluate the company Electronic Arts, Inc. (EA). This work is part of the Final Work of the Master's in Finance Program of the Instituto Superior de Economia e Gestão (ISEG), Universidade de Lisboa, prepared according to the format recommended by the Chartered Financial Analyst Institute. In terms of valuation, we have reviewed the company's finances and management over the past seven years and forecast its financial performance over the next five years. The research conducted is based on the bibliographic and documentary research available up to March 31, 2018, considered of major relevance to this study. No information, event or circumstance after this date has been considered. The valuation to determine the target price was achieved by averaging two valuation methods, using the discounted cash flow method, applying the perpetuity growth model and the multiple method over the terminal value. The assumptions considered to make the financial forecast were the result of the available data publicly disclosed by the company. Given the study developed, we consider a buy recommendation over EA stocks, with a target price of USD $107.89 for 2019, representing an appreciation potential of 34% compared to the last closing price US $80.37 release on January 2, 2019.
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Atanasov, Simeon. "Juiciness: Exploring and designing around experience of feedback in video games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22264.
Full textLukschanderlová, Petra. "Podnikatelský plán aktivit v oblasti vývoje a distribuce počítačové hry v žánru strategie." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2021. http://www.nusl.cz/ntk/nusl-442909.
Full textWood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.
Full textBooks on the topic "Video game research"
Integrating video game research and practice in library and information science. Hershey, PA: Information Science Reference (an imprint of IGI Global), 2015.
Find full textEmbrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.
Find full textEmbrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.
Find full textBehavioral mathematics for game AI. Boston, MA: Charles River Media, Course Technology, Cengage Learning, 2009.
Find full textBibliography: Research on video and computer games : a selection (1970- ). Göteborg, Sweden: UNESCO International Clearinghouse on Children and Violence on the Screen at Nordicom, 2000.
Find full textSanger, Jack. Screen-based entertainment technology and the young learner: A research study. (London): British Library Research and Innovation Centre, 1997.
Find full textSwoboda, Wolfgang H. Bildschirmspiele und Automatenspielstätten im Freizeitalltag junger Erwachsener: Analysen zum Forschungsstand mit einer qualitativen Explorationsstudie über Freizeit-, Spiel- und Mediengebrauch. Köln: Böhlau, 1990.
Find full textMartell, Caroline. Advances in Game Design and Development Research. Nova Science Publishers, Incorporated, 2014.
Find full textZammitto, Veronica. Games User Research as part of the development process in the game industry. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0002.
Full textBook chapters on the topic "Video game research"
Walkerdine, Valerie. "Video Game Research." In Children, Gender, Video Games, 16–29. London: Palgrave Macmillan UK, 2007. http://dx.doi.org/10.1057/9780230235373_2.
Full textHeaton, C. "Video Game Technology and Training Research." In Computer-Based Instruction in Military Environments, 271–83. Boston, MA: Springer US, 1987. http://dx.doi.org/10.1007/978-1-4613-0915-4_22.
Full textVisi, Federico, and Frithjof Faasch. "Motion Controllers, Sound, and Music in Video Games: State of the Art and Research Perspectives." In Emotion in Video Game Soundtracking, 85–103. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-72272-6_8.
Full textHunter, E. B. "Building Video Game Adaptations of Dramatic and Literary Texts." In Research Methods for the Digital Humanities, 173–94. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96713-4_10.
Full textMiranda, Maximiliano, Antonio A. Sánchez-Ruiz, and Federico Peinado. "A CBR Approach for Imitating Human Playing Style in Ms. Pac-Man Video Game." In Case-Based Reasoning Research and Development, 292–308. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01081-2_20.
Full textCharlton, Kathryn G. "Keeping It Real: Applying Realistic Periods of Gameplay to the Study of Recall and Recognition of In-Game Advertising in a Console Video Game." In Advances in Advertising Research IX, 101–13. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22681-7_8.
Full textKliś-Brodowska, Agnieszka. "Multiculturalism in Video Game Studies: An Inquiry into the Current Research and Perspectives for Study." In Second Language Learning and Teaching, 139–55. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-61049-8_11.
Full text"Marketing research for game development." In Video Game Marketing, 92–102. Abingdon, Oxon ; New York, NY : Routledge, 2017. |: Routledge, 2016. http://dx.doi.org/10.4324/9781315748900-12.
Full textTanes, Zeynep. "Three Perspectives on Video Game Learning." In Emerging Research and Trends in Gamification, 167–95. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-8651-9.ch008.
Full textKaliappan, Jayakumar, and Karpagam Sundararajan. "Machine Learning in Video Games." In Handbook of Research on Emerging Trends and Applications of Machine Learning, 425–43. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9643-1.ch020.
Full textConference papers on the topic "Video game research"
Tyack, April, Peta Wyeth, and Madison Klarkowski. "Video Game Selection Procedures For Experimental Research." In CHI '18: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3173574.3173760.
Full textLiu, Bin, and Qian Wang. "Research on Key Technology for Game VIdeo Retrieval." In 2012 International Conference on Computer Science and Service System (CSSS). IEEE, 2012. http://dx.doi.org/10.1109/csss.2012.350.
Full textLiaw, Yuan-Ling, Ken-Yu Lin, Min Li, and Nai-Wen Chi. "Learning Assessment Strategies for an Educational Construction Safety Video Game." In Construction Research Congress 2012. Reston, VA: American Society of Civil Engineers, 2012. http://dx.doi.org/10.1061/9780784412329.210.
Full textFuentes Chab, Iván Humberto, Damián Uriel Rosado Castellanos, Olivia Graciela Fragoso Diaz, and Ivette Stephany Pacheco Farfán. "Quality Model based on Playability for the Understandability and Usability Components in Serious Video Games." In 9th International Conference on Signal, Image Processing and Pattern Recognition (SPPR 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101912.
Full textFarhana, Mosarrat, and Daniel Swietlicki. "Digitalization as a Game-Changer: A Study on Swedish Video Game Industry." In The 2st Linnaeus Student Conference on Information Technology: Digital Transformation in the Contemporary World. Lnu Press, 2021. http://dx.doi.org/10.15626/lscit2020.01.
Full textIrani, Atefeh, Hadi Moradi, and Leila Kashani Vahid. "Autism Screening Using a Video Game Based on Emotions." In 2018 2nd National and 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC). IEEE, 2018. http://dx.doi.org/10.1109/dgrc.2018.8712053.
Full textZhang, Shuili, Wen Ji, Bo-Wei Chen, and Yiqiang Chen. "Research on cooperative video transmission over heterogeneous devices based on game theory." In 2014 5th International Conference on Game Theory for Networks (GAMENETS). IEEE, 2014. http://dx.doi.org/10.1109/gamenets.2014.7043731.
Full textKrupa, Frederique. "Pragmatic Semiotics In Design Research: La Gaité Lyrique Video Game Center." In European Academy of Design Conference Proceedings 2015. Sheffield Hallam University, 2016. http://dx.doi.org/10.7190/ead/2015/67.
Full textLiu, Shan, and Tongtong Liu. "Research of Video Resource Communication and Revenue Strategy Based on Game Theory." In 2019 12th International Congress on Image and Signal Processing, BioMedical Engineering and Informatics (CISP-BMEI). IEEE, 2019. http://dx.doi.org/10.1109/cisp-bmei48845.2019.8965707.
Full textBeltran, Jose Eduardo Padilla, Yaneth Patricia Caviativa Castro, and Maria Ines Mantilla. "Pedagogical Training and Research with video Game for Strengthening in Knowledge Processes." In 2017 European Conference on Electrical Engineering and Computer Science (EECS). IEEE, 2017. http://dx.doi.org/10.1109/eecs.2017.68.
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