Academic literature on the topic 'Video-game reviews'

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Journal articles on the topic "Video-game reviews"

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Kirschner, David, and J. Patrick Williams. "Measuring Video Game Engagement Through Gameplay Reviews." Simulation & Gaming 45, no. 4-5 (August 2014): 593–610. http://dx.doi.org/10.1177/1046878114554185.

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Szita, Kata, Paul Taberham, and Grant Tavinor. "Book Reviews." Projections 14, no. 2 (June 1, 2020): 102–23. http://dx.doi.org/10.3167/proj.2020.140210.

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Bernard Perron and Felix Schröter, eds., Video Games and the Mind: Essays on Cognition, Affect and Emotion (Jefferson, NC: McFarland, 2016), 224 pp., $39.95 (softcover), ISBN: 9780786499090.Christopher Holliday, The Computer-Animated Film: Industry, Style and Genre (Edinburgh: Edinburgh University Press, 2018), 272 pp., $39.95 (paperback), ISBN: 9781474427890.Aubrey Anable, Playing with Feelings: Video Games and Affect (Minneapolis: Minnesota University Press, 2018), 200 pp., $25.00 (paperback), ISBN: 9781517900250. and Christopher Hanson, Game Time: Understanding Temporality in Video Games (Bloomington: Indiana University Press, 2018), 296 pp., $38.00 (paperback), ISBN: 9780253032867.
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Li, Xiaozhou, Zheying Zhang, and Kostas Stefanidis. "A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews." Information 12, no. 3 (March 17, 2021): 129. http://dx.doi.org/10.3390/info12030129.

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Playability is a key concept in game studies defining the overall quality of video games. Although its definition and frameworks are widely studied, methods to analyze and evaluate the playability of video games are still limited. Using heuristics for playability evaluation has long been the mainstream with its usefulness in detecting playability issues during game development well acknowledged. However, such a method falls short in evaluating the overall playability of video games as published software products and understanding the genuine needs of players. Thus, this paper proposes an approach to analyze the playability of video games by mining a large number of players’ opinions from their reviews. Guided by the game-as-system definition of playability, the approach is a data mining pipeline where sentiment analysis, binary classification, multi-label text classification, and topic modeling are sequentially performed. We also conducted a case study on a particular video game product with its 99,993 player reviews on the Steam platform. The results show that such a review-data-driven method can effectively evaluate the perceived quality of video games and enumerate their merits and defects in terms of playability.
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Koehler, Matthew J., Brian Arnold, Spencer P. Greenhalgh, and Liz Owens Boltz. "A Taxonomy Approach to Studying How Gamers Review Games." Simulation & Gaming 48, no. 3 (April 17, 2017): 363–80. http://dx.doi.org/10.1177/1046878117703680.

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Background. Player-generated reviews of video games represent a large, rich, and under-explored source of data for exploring what makes for an effective game. Aim. We explore whether existing theory, in the form of a comprehensive gaming taxonomy, suitably captures the issues that players raise when they review games. Method. User-submitted game reviews were coded along the dimensions of the comprehensive gaming taxonomy to test the frequency of usage of each dimension. Results. We found some support for the use of the taxonomy, as four of nine taxonomy features were frequently present in game reviews. We also found support for other features of reviews not encapsulated by the Bedwell et al. (2012) taxonomy. Specifically, we found that players often reviewed video games: a) holistically; b) by comparing them to other games, game franchises, and other reviews; and c) by judging the value of games in terms of time, money, and effort. These results have implications for using game reviews for future research.
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Gampell, 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.

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Video game scholars examining the shortcomings of previous video game research reference the need for new and innovative methodologies. Existing video game research seemingly inhibits organic learning experiences by setting specific research targets or providing players with gameplay instructions, hence utilising methodological approaches that study the learning process from the outside. With the increasing popularity of both serious and mainstream disaster video games, a necessity exists for innovative research to explore how video games can be used as learning tools. Based upon the researchers’ own enquiry, this article demonstrates the potential use, benefits and challenges of participatory methodologies for the conduct of video game research. This article pushes back upon traditional video game research methods, reviewing the methodological approaches of existing video game literature and demonstrates how participatory methodologies are currently being used for disaster video game research. An examination of participatory methodologies, being used in disaster video game research, reviews the strengths and challenges of each research approach. Rationalising the potential of participatory methodologies, in the context of constructivist learning theory and active participation, to foster the learning process and explore learning from the inside. As such this article provides an innovative methodological framework, which can be used as a template when considering future video game research.
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Ferguson, Christopher J. "Violent Video Games, Mass Shootings, and the Supreme Court." New Criminal Law Review 17, no. 4 (2014): 553–86. http://dx.doi.org/10.1525/nclr.2014.17.4.553.

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The issue of video game violence continues to attract attention from the legal and policy communities, particularly in the wake of mass shootings. However, focusing on video game violence has generally not resulted in successful legal or public policy. In part this is because the science upon which beliefs of “harm” in video game violence are based remains inconsistent and heavily disputed. The current article examines several issues. First, the article examines the current evidence about video game violence influences on negative outcomes in players. Second, the article concerns itself with the application of video game science to several recent legal cases, involving both criminal prosecutions and attempted regulation/censorship of video game violence in the United States. Finally, the manuscript addresses several common talking points used in legal cases and by policy makers and examines whether these talking statements survive careful scientific scrutiny. It is advised that, consistent with the legal decisions and government reviews in the United States, Sweden, Australia, and elsewhere, current evidence does not support the regulation of violent video games, and legal or policy attempts to connect video game violence to specific crimes are unlikely to survive careful scrutiny.
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Ivory, James D. "Still a Man's Game: Gender Representation in Online Reviews of Video Games." Mass Communication and Society 9, no. 1 (February 2006): 103–14. http://dx.doi.org/10.1207/s15327825mcs0901_6.

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Mancini, Huni. "Mā te rongo ka mohio: Māori Pā Wars and Kaupapa Māori Methodology at the Interface of Video Games." Back Story Journal of New Zealand Art, Media & Design History, no. 5 (December 1, 2018): 71–85. http://dx.doi.org/10.24135/backstory.vi5.38.

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This essay reviews Māori Pā Wars (2017), a te reo Māori mobile game developed for mobile devices by independent Māori-led video game company Metia Interactive. Through consideration of the historical struggle for cultural and te reo Māori revitalisation, this essay discusses the use of kaupapa Māori methodology to activate mātauranga Māori through gameplay. Situated within a wider global shift towards ‘indie’ game development and more pertinently ‘Indigenous game development,’ Māori Pā Wars is one of the first games to bring kaupapa Māori methodology to the interface of video game technology. Through analysis of game development methodology, mechanics, game design and the ubiquitous mobile medium, this essay outlines the ways Māori Pā Wars challenges a ‘literature of dominance.’ It concludes that the game borrows from remix and convergence cultures inherent to indie game development, thereby reflecting the way Māori technologies, social and political systems continue to adapt to a changing technological landscape.
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Griffiths, Mark. "Relationship between Gambling and Video-Game Playing: A Response to Johansson and Gotestam." Psychological Reports 96, no. 3 (June 2005): 644–46. http://dx.doi.org/10.2466/pr0.96.3.644-646.

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McDaniel, Rudy, and Joseph R. Fanfarelli. "Rhythm and Cues." International Journal of Sociotechnology and Knowledge Development 7, no. 3 (July 2015): 20–37. http://dx.doi.org/10.4018/ijskd.2015070102.

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This essay situates game design and development within the domain of sociotechnical research and reviews the results of a case focusing on the design and development of an original video game level with platformer mechanics. Using a case history methodology with autoethnographic methods, the work studies the context in which small game components are authored and methods by which knowledge is exchanged and applied within rapidly developed software systems. It argues that the designer experience is a critical phenomenon to understand within the study of user experience in video games given the iterative nature of development and the necessity of frequent, in-house playtesting. The video game was designed by the authors and developed using preexisting assets from prior projects. Results suggest ideas for incorporating UX strategies into micro-project management techniques that are useful for small and large projects alike. The work closes by calling for future areas of research in related areas.
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Dissertations / Theses on the topic "Video-game reviews"

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Gifford, Ben. "Reviewing the critics: Examining popular video game reviews through a comparative content analysis." Cleveland State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=csu1377089044.

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Degardh, Anton, and Poian Shafiee. "Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen." Thesis, Södertörns högskola, Institutionen för samhällsvetenskaper, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-24102.

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Purpose: To examine how video-game releases affect the share price, and if video-game reviews have any impact on the share price of gaming corporations.  Method: A quantitative deductive research approach is applied with event study methodology used as basis. The investigated companies were the five largest gaming companies listed on the U.S. NASDAQ exchange. A total of 29 video-game launches and 85 reviews where examined.   Theory: The study is based on The Efficient Market Hypothesis, Agent Theory, Public Relations Theory, Nextopia and previous research. Results: The result contains 114 observations in five companies. The result accounts for the cumulative abnormal return for each video-game. It also accounts for the cumulative average abnormal return for each company ten days after release. Analysis: The hypothesis test accounts for a statistical significant correlation between negative abnormal return and the release. It is also accounted for a cumulative average abnormal return of  -2,29 % of the video-game companies stocks. Conclusion: There is a negative abnormal return for shareholders ten days after a video-game release. The result and the analysis dose confirm a direct correlation between video-game reviews and the abnormal return.
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Dewar, Gregory. "Advertising Bias in Video Game Magazines." Thesis, University of Oregon, 2018. http://hdl.handle.net/1794/23163.

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The potential for advertising bias forming a conflict of interest with editorial content is a problem for any publication, and those with a gaming focus are no exception. Reviews in these publications can make or break a game and in some cases — a developer. The purpose of this content analysis of three gaming magazines is to examine whether publications in which developers purchase advertising are biased in favor of those developers’ games. The magazines chosen were: Game Informer, GamesTM, and Edge. The working definition of bias used is the financial pressure that advertisers exert on the editorial content of publications through the purchasing of advertising space. Video game magazines were chosen for this study due to readers’ reliance on reviews to make purchase decisions. No overt advertising bias was found. There was no significant link between the coverage of games and ads for those games in the same issue. A more subtle case for bias was found, however, when the entire sample of each magazine was looked at. For example, games reviewed anywhere in the sample in a given magazine tended to more often have an advertisement and for it to be larger, and this was especially true if the game received positive coverage. Other interesting results showed that magazines had a largely varying spread in the tone of reviews and that the majority of ads were for non-games, though game ads were larger on average.
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Hagvall, Martin. "RULES AND BEYOND: THE RESURGENCE OF PROCEDURAL RHETORIC : A Literature Review in Game Studies." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11615.

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How do games express meaning and participate in societal development? A significant contribution to the scholarly efforts that seek to answer such questions takes the rule-based properties of games as its starting point. Termed Procedural Rhetoric, the theory is tightly interwoven with major research questions in Game Studies, yet is under-researched and lacks clarity in several respects. This paper conducts an exploratory, qualitative literature review of the theory to address the lack of information about accumulated knowledge. It discovers new perspectives that may help chart a future for the theory and for Game Studies more broadly. Three possible paths forward are also outlined. A New Agenda is suggested in which game rules and procedures are (re)instated at the core of the analysis but new perspectives are embraced concerning the role of players and of developers, the societal context, and the contributions of the researchers and the educators who study them.
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Higuchi, Marcelo Makoto. "Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/.

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Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers.
Sem resumo.
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Drews, Laura Beth Connolly-Ahern Colleen. "Video game heuristics and online fan reviews a comparative analysis of popular video games /." 2009. http://etda.libraries.psu.edu/theses/approved/WorldWideIndex/ETD-4304/index.html.

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Chaves, Francisco Miguel Duarte Pinheiro Ramos. "Video game success and consumer acceptance: a sentiment classification of gamer reviews." Master's thesis, 2019. http://hdl.handle.net/10362/93010.

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Dissertation presented as partial requirement for obtaining the Master’s degree in Information Management, with a specialization in Information Systems and Technologies Management
Gaming is a multi‐billion industry made of the same principles that guide information systems. The reception of a video game is influenced by the online community. Still video games have yet to hit their real peak as far as design and technology come to and the reasons that lead to its success remain unclear. The goal of this study is to uncover the causes that lead to the success of a video game through the DeLone and McLean success model following a text mining approach using online gamer reviews. Whereas earlier researches focus on surveys, this study uses a text mining approach to analyze reviewers’ opinions combined with structural equation modelling (SEM) without the need of conducting surveys and follows an information systems (IS) success model to understand the success reasons of video games. Therefore, this study contributes by adopting a new methodology, revealing a path of research that can be expanded to the validation of any theoretical model for which there is online reviews available. The results reveal the greater effect of information, system qualities over service quality regarding use. We found that information, system qualities and user satisfaction play positively influential roles in video game success. Additionally, our study also contributes to a wider understanding of the determinants of video game adoption. Especially that user satisfaction has a greater impact as a success factor of a video game than usage.
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Caballero, Luis Alberto Mendieta. "“The impact of online ratings on video game sales”." Master's thesis, 2015. http://hdl.handle.net/10362/15686.

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Online third-party reviews have been grown over the last decade and they now play an important role as a tool for helping customers evaluate products and services that in many cases offer more than tangible features. This study intends to quantify the impact online ratings have over video game sales by conducting a linear regression analysis on 300 titles for the previous console generation (PlayStation® 3 and Xbox® 360) using a data from the video game industry to understand the existing influence on this particular market. The findings showed that these variables have a weak linear relationship thus suggesting that quality of a title explains little the commercial success of a video game and instead this should cover a wider range of factors. Afterwards, we compare results to previous ones and discuss the managerial implications for upcoming gaming generations.
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Cheng, Li-Chien, and 鄭立騫. "Explore Online Review Content Effect on Review Valence through Text Mining Approach: A Case of Video Game." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/t52e7h.

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CHIANG-TA-CHENG and 江大成. "The study mainly investigated the table tennis strategy of Taiwanese high school table tennis players by three stage skill analysis. The study analysed players who are from the quarter final in the 2014 National High School Athletic Games(all about Fu Cheng Senior High School players). Games were recorded by video and record those players’ gripping mode from preliminaries to the final game. The gripped mode, three stage skill, and strategy were recorded by 3 A-level coaches. By this way, we can analse high school students’ skill in actual situation. Moreover, we can review the advantage and disadvantage for future training, and enhance their level of skill.The scoring rates of Three-Part Skill are as follow:No.1234 player 48.9%、39.1%、12%, No.1235 player 40.6%、28.1%、31.3%,and No.1240 player 33.1%、35%、32%. The usage rates of Three-Part Skill are as follow:No.1234 player 42.6%、43.3%、14.1%, No.1235 player 38.4%、33.2%、28.2%,and No.1240 player 28.2%、35.1%、36.6%.The overall average of usage rate showed that Three-Part Skill is used more in the section of attack after serve part and attack on return serve part. Conclusion: The research shows that players of Kaohsiung Municipal Fu Cheng Senior High School mainly use quick attack combining top spin and top spin combining quick attack. If they could participate more national events,and train themselves to strengthen their advantages and improve shortcomings. Someday, they can greatly enhance their personal achievement." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/94996991702015980304.

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碩士
國立臺東大學
體育教學碩士在職專班
104
The study mainly investigated the table tennis strategy of Taiwanese high school table tennis players by three stage skill analysis. The study analysed players who are from the quarter final in the 2014 National High School Athletic Games(all about Fu Cheng Senior High School players). Games were recorded by video and record those players’ gripping mode from preliminaries to the final game. The gripped mode, three stage skill, and strategy were recorded by 3 A-level coaches. By this way, we can analse high school students’ skill in actual situation. Moreover, we can review the advantage and disadvantage for future training, and enhance their level of skill. The scoring rates of Three-Part Skill are as follow:No.1234 player 48.9%、39.1%、12%, No.1235 player 40.6%、28.1%、31.3%,and No.1240 player 33.1%、35%、32%. The usage rates of Three-Part Skill are as follow:No.1234 player 42.6%、43.3%、14.1%, No.1235 player 38.4%、33.2%、28.2%,and No.1240 player 28.2%、35.1%、36.6%.The overall average of usage rate showed that Three-Part Skill is used more in the section of attack after serve part and attack on return serve part. Conclusion: The research shows that players of Kaohsiung Municipal Fu Cheng Senior High School mainly use quick attack combining top spin and top spin combining quick attack. If they could participate more national events,and train themselves to strengthen their advantages and improve shortcomings. Someday, they can greatly enhance their personal achievement.
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Books on the topic "Video-game reviews"

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Celebrity teen talk: Exclusive celebrity interviews, video game tips, and reviews. Post Falls, Idaho: DMS, 1991.

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Game On! From Pong to Oblivion: The 50 Greatest Video Games of All Time. London, UK: Headline Book Publishing, 2006.

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Super Mario: How Nintendo conquered America. New York: Portfolio Penguin, 2011.

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3DO Games Secrets: Book Two. Maui, HI: Sandwich Islands Publishing, 1996.

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Walker, Mark H., Mike Emberson, and Video Game Nation. The Video Game Almanac: 450+ Reviews of Computer and Video Games. Mars Publishing, Inc., 2001.

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Nintendo 64 Anthology (Classic Edition). Spain: Geeks-Line Publishing, 2017.

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Nintendo 64 Anthologie (Edition Classique). Geeks-Line Publishing, 2015.

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Nintendo 64 Anthologie (Edition Collector). Geeks-Line Publishing, 2015.

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Nintendo 64 Anthology (Collector Edition). Spain: Geek-Line Publishing, 2016.

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Nintendo 64 Anthology (The Box Art Collection Pack). Spain: Geeks-Line Publishing, 2016.

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Book chapters on the topic "Video-game reviews"

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Glashüttner, Robert. "Narrative Approaches in Contemporary Video Game Reviews." In Edition Medienwissenschaft, 211–28. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839453452-011.

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Akyaman, Serefraz, and Ekrem Cem Alppay. "A Critical Review of Video Game Controller Designs." In Springer Series in Design and Innovation, 311–23. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65060-5_25.

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Brandse, Michael, and Kiyoshi Tomimatsu. "Empirical Review of Challenge Design in Video Game Design." In Communications in Computer and Information Science, 398–406. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39473-7_80.

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Gerber, Andreas, Markus Ulrich, and Patrick Wäger. "Review of Haptic and Computerized (Simulation) Games on Climate Change." In Simulation Gaming Through Times and Disciplines, 275–89. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9_24.

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AbstractClimate change imposes tremendous, complex challenges on humanity. Thoughtfully designed games can support solving them. This article presents a review of climate games and thereby updates the review conducted by Reckien and Eisenack in 2011. It provides an overview of published climate games and reveals the development of the field over the last years. A total of 119 climate games were found whereof 52 were already part of the review of 2011. The broad variety of discovered games indicates a lively community and different settings where such tools are being applied. A substantial number of games addressed topics such as international climate conferences, global impacts of global decisions, and effects of individual decisions on their local environment. Other topics, however, were largely absent. They included - amongst others - the connection between climate change and health, and games that bride local and global levels. Furthermore, the game types “video games” and “alternate reality games” were not applied frequently. Both, the absent topics and the scarcely used game types open up possibilities to develop the field. Forty-six per cent of the games listed by Reckien and Eisenack seem to have disappeared and could not be found for this review, an observation that may need further attention.
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Jaccheri, Letizia. "The Little Doormaid: An Initial Literature Review Toward a Video Game About Mentoring, Social Innovation and Technology." In Entertainment Computing – ICEC 2017, 392–95. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-66715-7_47.

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Gardner, Michael K., and David L. Strayer. "What Cognitive Psychology Can Tell Us About Educational Computer Games." In Advances in Game-Based Learning, 1–18. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0513-6.ch001.

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Developers of educational computer games often have incomplete knowledge of the cognitive abilities of learners, yet this knowledge can be useful in informing game design. This chapter reviews two important cognitive abilities that underlie learning: working memory and attentional capacity/executive function. From a description of the developmental course of each ability, we derive a set of recommendations for game developers to follow when designing games for learners of different ages. The chapter next reviews the psychology of transfer of training, including two major theories on the issue. The doctrine of identical elements appears to give the better description of how transfer occurs from training environment (the educational computer game) to target environment (real world performance of the learned skill). It is recommended that games embody, as closely as possible, the end behavior they hope to produce, as this will produce maximal transfer. Finally, we review some controversial research demonstrating distant transfer in computer video gaming.
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Gardner, Michael K., and David L. Strayer. "What Cognitive Psychology Can Tell Us About Educational Computer Games." In Research Anthology on Rehabilitation Practices and Therapy, 399–416. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3432-8.ch021.

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Developers of educational computer games often have incomplete knowledge of the cognitive abilities of learners, yet this knowledge can be useful in informing game design. This chapter reviews two important cognitive abilities that underlie learning: working memory and attentional capacity/executive function. From a description of the developmental course of each ability, we derive a set of recommendations for game developers to follow when designing games for learners of different ages. The chapter next reviews the psychology of transfer of training, including two major theories on the issue. The doctrine of identical elements appears to give the better description of how transfer occurs from training environment (the educational computer game) to target environment (real world performance of the learned skill). It is recommended that games embody, as closely as possible, the end behavior they hope to produce, as this will produce maximal transfer. Finally, we review some controversial research demonstrating distant transfer in computer video gaming.
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Agu, Emmanuel, Bengisu Tulu, Amorn Chokchaisiripakdee, Nuttaworn Sujumnong, and Latthapol Khachonkitkosol. "Making Exergames Appealing." In Advances in Medical Technologies and Clinical Practice, 293–311. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9522-1.ch014.

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While exergames are becoming mainstream with increasing sales, fewer exergame units are still sold annually than non-exergame video games. For instance, in 2013 there was only one exergame (Just Dance 4) in the list of top 10 games sold. In this chapter, the authors attempt to determine (1) if a gap exists in appeal between exergames and non-exergame video games, (2) the factors that make video games more or less appealing to an audience, and (3) people's perceptions of whether playing exergames can help them become healthier. The authors reviewed literature, conducted reviews of top 10 video games, analyzed Amazon.com user comments on the top selling exergames, and conducted an online survey to understand gamer perceptions of exergames and non-exergame video games. Through this work, an evaluation tool that could be utilized by other researchers was developed. The recommendations at the end of this chapter could also help game designers in improving the appeal of exergames.
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Koenig, Alan D., and Robert K. Atkinson. "Using Narrative and Game-Schema Acquisition Techniques to Support Learning from Educational Games." In Cognitive Effects of Multimedia Learning, 312–25. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-158-2.ch016.

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The first part of this chapter explores how narrative can be used as a cognitive aid in educational video games. It discusses how narrative is currently used in games, and how that modality of presentation, when combined with instruction, is complimentary to the way we comprehend, store, and retrieve information. The second part of the chapter reviews the cognitive prerequisites needed in the minds of players to adequately attend to and leverage the instructional aspects of games. To this end, it offers suggestions for how to instill a functional game-schema in the minds of novice players so that they can be productive in the game environment. The focus on the interplay of narrative and game schema construction in this chapter is also meant to serve as a model for a holistic approach to games research in which a game’s cognitive prerequisites are explicitly studied alongside the more traditional pedagogical measures.
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Yi, Sherry. "Beyond Button Smashing." In Educational Technology and Resources for Synchronous Learning in Higher Education, 188–210. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7567-2.ch010.

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This chapter is a literature review on synchronous learning in science classrooms primarily focused on the video game Minecraft (MC). The author argues that video games can and have been used as synchronous learning tools and as a means of live communication in the classroom. First, the author briefly discusses the historical foundations that has led to the modern video game industry to what it is today. Second, uses of MC and other video games in science classrooms are reviewed. This chapter also provides practical advice to education practitioners on ways to utilize video games and available lesson plans as a tool in science classrooms and offers researchers valuable insight on using video games as a means of expanding on their own research interests and projects.
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Conference papers on the topic "Video-game reviews"

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Eberhard, Lukas, Patrick Kasper, Philipp Koncar, and Christian Gutl. "Investigating Helpfulness of Video Game Reviews on the Steam Platform." In 2018 Fifth International Conference on Social Networks Analysis, Management and Security (SNAMS). IEEE, 2018. http://dx.doi.org/10.1109/snams.2018.8554542.

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Kasper, Patrick, Philipp Koncar, Tiago Santos, and Christian Gutl. "On the Role of Score, Genre and Text in Helpfulness of Video Game Reviews on Metacritic." In 2019 Sixth International Conference on Social Networks Analysis, Management and Security (SNAMS). IEEE, 2019. http://dx.doi.org/10.1109/snams.2019.8931866.

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Wibawa, Setya Chendra, Yuni Sri Rahayu, Tri Wrahatnolo, Vindy, Harco Leslie Hendric Spits Warnars, and Kiyota Hashimoto. "Literature Review of Religion Video Game." In 2019 International Congress on Applied Information Technology (AIT). IEEE, 2019. http://dx.doi.org/10.1109/ait49014.2019.9144964.

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Paavilainen, Janne. "Critical review on video game evaluation heuristics." In the International Academic Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1920778.1920787.

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Panagiotopoulos, George, and George Giannakopoulos. "A Study on Video Game Review Summarization." In MultiLing 2019: Summarization Across Languages, Genres and Sources. Incoma Ltd., Shoumen, Bulgaria, 2019. http://dx.doi.org/10.26615/978-954-452-058-8_006.

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Martins, Ana, Simone Maneira, and Lia Oliveira. "VIDEO GAME CREATION BY STUDENTS: A PROPOSAL FOR A SYSTEMATIC REVIEW OF THE LITERATURE." In International Technology, Education and Development Conference. IATED, 2016. http://dx.doi.org/10.21125/iceri.2016.1187.

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