Academic literature on the topic 'Video game theory'

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Journal articles on the topic "Video game theory"

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Sutterfield, Curtis T. "Organizing Video Game Theory." Review of Communication 6, no. 4 (October 2006): 385–87. http://dx.doi.org/10.1080/15358590601037274.

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Clarke, Rachel Ivy, Jin Ha Lee, and Neils Clark. "Why Video Game Genres Fail." Games and Culture 12, no. 5 (July 6, 2015): 445–65. http://dx.doi.org/10.1177/1555412015591900.

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This article explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classification and conceptualization and the implications for video games. Suggestions for improved conceptualizations such as family resemblances, prototype theory, faceted classification, and appeal factors for video game genres are considered, with discussions of strengths and weaknesses. This analysis helps inform potential future practical applications for describing video games at cultural heritage institutions such as libraries, museums, and archives, as well as furthering the understanding of video game genre and genre classification for game studies at large.
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Salamoon, Daniel Kurniawan, and Cindy Muljosumarto. "Analisis Visual Warna pada Game Post Apocalyptic (Studi Game The Last Of Us, Metro Exodus, dan Horizon Zero Dawn)." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 6, no. 1 (March 20, 2020): 18–31. http://dx.doi.org/10.33633/andharupa.v6i1.3232.

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AbstrakVideo game sebagai bentuk media visual di era modern memiliki peranan dalam masyarakat sebagai salah satu bentuk hiburan yang bersifat interaktif. Video game terus berkembang dalam tata visual sebagai bentuk evolusi dari teknologi video game tersebut. Evolusi dalam video game membuat genre dalam video game juga mengalami perkembangan. Salah satu genre yang menjadi tren adalah genre post apocalyptic. Penelitian ini mencoba melihat narasi yang hendak disampaikan lewat tata visual beberapa video game dengan genre post apocalyptic. Metode yang dilakukan adalah dengan mengumpulkan data screen capture dari beberapa judul video game dengan rating yang baik. Dari metode ini, teori yang digunakan untuk melakukan analisa adalah teori semiotika khususnya yang berkaitan dengan tata visual pada video game khususnya elemen warna yang menjadi kunci genre ini dengan menggunakan software Image. Setelah itu data dianalisis lebih lanjut dengan metode AEIOU (Action, Environment, Interaction, Object, User). Studi ini memberi gambaran bagaimana tata visual yang menjadi ciri khas genre game post apocalyptic dan nilai estetis yang bisa dipelajari dari genre tersebut. Pada akhirnya studi ini dapat menjadi pondasi dalam melakukan riset warna khususnya dalam pengembangan sebuah video game Kata kunci : desain game, post apocalyptic, video game, warna AbstractVideo games as a form of visual media in the modern era has a role play in society as one of interactive entertainment form. Video games continue to grow in visual elements as evolution forms from video game technology itself. The evolution of video games also makes the genre of video games experience development. This research attempts to observe the narrative is to be conveyed through the visual elements of several video games with the Post-apocalyptic genre. The method used was to collect screen capture data from several video game titles with good ratings. The theory that used to conduct the analysis is a semiotic theory relate to visual elements, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre using image software. Afterward, data analyzed subsequently with AEIOU's (Action, Environment, Interaction, Object, User) method. This study gives a description of how the visual elements become a characteristic of the Post-apocalyptic genre and the aesthetic value that can be learned from the genre. So eventually these studies can be the foundation in conducting color research especially in the development of a video game. Keywords: color, game design, post apocalyptic, video game
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Schut, Kevin. "The video game theory reader." Journal of Communication Inquiry 30, no. 1 (January 2006): 87–89. http://dx.doi.org/10.1177/0196859905281605.

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Fassone, Ricardo. "This is video game play: video games, authority and metacommunication." Comunicação e Sociedade 27 (June 29, 2015): 37–52. http://dx.doi.org/10.17231/comsoc.27(2015).2088.

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Gregory Bateson claims that all play acts should be primarily understood as meta-com­municative. In other words, playing a game implies being able to transmit and receive the meta-message ‘this is play’, which establishes a psychological frame among the players. I will propose a radical reading of Bateson’s theory in the context of video games; specifically, I will attempt at analysing the characteristics, specificities and implications of the message ‘this is video game play’. I will contend that the specific language through which video games convey this message is that of their rules, the inescapable limitations posed by their computational and digital nature. In other words, playing a video game is always, at least to a degree, playing a game of meta-communication with, against and around a video game’s hard-coded rules. Finally, I will propose a close reading of the game Papers, Please and contend that Pope’s work engages in a significant reading of the inherent reflexivity of video games, deliberately portraying their authoritative na­ture and communicative potential.
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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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Weintrop, David, Nathan Holbert, Michael S. Horn, and Uri Wilensky. "Computational Thinking in Constructionist Video Games." International Journal of Game-Based Learning 6, no. 1 (January 2016): 1–17. http://dx.doi.org/10.4018/ijgbl.2016010101.

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Video games offer an exciting opportunity for learners to engage in computational thinking in informal contexts. This paper describes a genre of learning environments called constructionist video games that are especially well suited for developing learners' computational thinking skills. These games blend features of conventional video games with learning and design theory from the constructionist tradition, making the construction of in-game artifacts the core activity of gameplay. Along with defining the constructionist video game, the authors present three design principles central to thier conception of the genre: the construction of personally meaningful computational artifacts, the centrality of powerful ideas, and the opportunity for learner-directed exploration. Using studies conducted with two constructionist video games, the authors show how players used in-game construction tools to design complex artifacts as part of game play, and highlight the computational thinking strategies they engaged in to overcome game challenges.
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Magnet, Shoshana. "Review Article: Reading video game theory." New Media & Society 9, no. 1 (February 2007): 169–73. http://dx.doi.org/10.1177/1461444807072224.

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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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Szymanski, Antonia, and Matthew Benus. "Gaming the Classroom Viewing Learning Through the Lens Self Determination Theory." International Journal of Game-Based Learning 5, no. 3 (July 2015): 62–78. http://dx.doi.org/10.4018/ijgbl.2015070105.

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Educators, designers and curriculum creators are interested in developing educational experiences that replicate the fun aspect of video games to increase student intrinsic motivation. This aspect, which compels players to engage with the game and persist despite failing, has the potential to increase student academic success. Researchers used mixed-methods to investigate the results of an instructional design that attempted to replicate the fun aspect of video games in a remedial algebra class. The study offered insight on the ways in which student motivation might be better developed and refined in educational settings using game-based approaches. Results indicated that some students enjoyed the freedom of choosing their own quests to complete while others felt lost in the new environment. It is important to game and instructional designers to scaffold the transition from traditional classroom to a game-based classroom.
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Dissertations / Theses on the topic "Video game theory"

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Beck, Michael J. "Shall We Play a Game?: The Performative Interactivity of Video Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700111/.

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This study examines the ways that videogames and live performance are informed by play theory. Utilizing performance studies methodologies, specifically personal narrative and autoperformance, the project explores the embodied ways that gamers know and understand videogames. A staged performance, “Shall We Play a Game?,” was crafted using Brechtian theatre techniques and Conquergood’s three A’s of performance, and served as the basis for the examination. This project seeks to dispel popular misconceptions about videogames and performance and to expand understanding about videogaming as an embodied performative practice and a way of knowing that has practical implications for everyday life.
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Beale, Matthew Carson. "Playing the Writing Game: Gaming the Writing Play." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/32006.

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My studies consider the application of digital game theory to the instruction of writing in the first year composition classroom. I frame my argument through dialectic of representation and simulation and the cultural shift now in progress from the latter to the former. I first address the history of multimodal composition in the writing classroom, specifically noting the movement from analysis to design. In the third chapter, I examine several primary tenants of video game theory in relation to traditional academic writing, such as the concept of authorship and the importance of a rule system. My final chapter combines the multimodal and digital game theory to create what I term â digital game composition pedagogy.â The last chapter offers new ways to discuss writing and composing through the theories of video games, and shows how video games extend the theories associated with writing to discussions that coincide with an interest that many of our students have outside of the classroom.
Master of Arts
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Merriner, Ashley. "Aural Abjections and Dancing Dystopias: Sonic Signifiers in Video Game Horror." Thesis, University of Oregon, 2017. http://hdl.handle.net/1794/22733.

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For centuries, the horror genre has ensnared audiences across generations and genre lines: ballet, opera, literature, poetry, film, and, most recently, video games have all utilized the power of terror to shock, horrify, and, perhaps most disturbingly, attract. But what does fear sound like? This thesis will focus on that question as it explores both the twin worlds of Konami’s survival-horror title Silent Hill and the underwater-nightmare city of Rapture in 2KGames’ 2007 hit Bioshock. Offering a deeper understanding of the agency video game sound employs, this thesis will engage critical gender, race, and feminist theory, confront issues of social and cultural fears evoked through sound, and offer an in-depth analysis of each game’s soundscape in order to discuss the ways video game soundtracks can serve as vehicles for both signifying and unpacking complicated social and political topics that prevail in modern society.
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Braaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.

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Thesis (MTech (Information Technology)--Cape Peninsula University of Technology, 2017.
Active Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an engaged and immersed AVG experience?” The aim was to explore the inhibiting and enhancing factors influencing engagement and immersion among AVG gamers, as well as to develop a theory of AVG design. Constructivist Grounded Theory (CGT) was used as the methodology to carry out this study, which adopted an inductive approach towards the research to construct a theory firmly grounded in the data. Play Active Theory (PAT) is the outcome of this process, which explores the engagement and immersion factors related to AVG design as well as the abandonment and replayability of AVGs. PAT was compared to existing engagement and motivation theories as part of the CGT process, and further refined. In closing, the research question was answered and the aims of the study were met. A reflection account of the research journey concludes the thesis.
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Vollbach, Alexander Michael. "Diversity and Inclusivity in Video Game Advertisements: An Exploration of Video Game Console Commercials from 2003 to 2017." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1522968361672216.

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Yakobi, Maxine J. "The Economic and Behavioral Success of Riot Games In an Undifferentiated Video Game Market." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/scripps_theses/349.

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The vast success of Riot Games is relatively undisputed amongst financial analysts as well as online communities despite there being little information publicly available that specifically addresses how their game has differentiated itself in a homogenous market. Additionally, there is little information that addresses the opportunity cost of paying money for components within this specific server for advantages within the game. I believe there to be something functionally unique about Riot’s business in particular that allows for it to acquire steady fiscal growth from people investing their money into effectively a “free” online game and I would like to explore what that is. Therefore I wish to answer the question of why is it that Riot, despite having a relatively undifferentiated product within the MOBA game industry, exceeds all other companies in both player commitment and financial investment to their free-to-play product. My surveys will aim to address the reasons why players choose to invest both their time and money into the game and shed more light on the efficacy of the incentive structures in place. Through survey data and information gained through interviews I will form base comparisons between player preferences and then track the incentive structures across the MOBA industry. Using comparative analysis between the player-reported incentives which drive their behavior, the information gained through conducting personal interviews with Riot Representatives, and careful analysis of consumer trends with regards to League of Legends and the eSports franchise as designed by the Riot Games industry, I will attempt to find correlations between the player’s perceptions of Riot’s product and the incentives within the game. If consumption and growth patterns show correlations to the growth exhibited by the company that prove to be significant when compared with player preferences, those points could potentially explain the success that Riot has seen over the duration of the past five years of the company’s existence.
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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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Smal, Pieter. "Constructing a model musical idiom for award-nominated video game soundtracks." Diss., University of Pretoria, 2016. http://hdl.handle.net/2263/59069.

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My research will attempt to determine how award academies choose their nominations through the analysis of select musical aesthetics. As a trained musician (pianist) and avid gamer, I will bring my two passions together, contributing to the field of ludomusicology (the study of video game music). My research consists of an overview of video game scores spanning a decade (2004 – 2013) with a select sample of three soundtracks per year (a total of thirty soundtracks). The samples will be taken from the BAFTA- (British Academy of Film and Television Arts), VGX- (formerly known as Spike), and D.I.C.E. awards (Design, Innovate, Communicate, Entertain). Through engaging a music theory macro analysis, I will discuss melodic themes used in each soundtrack, the setting of the score (instrumental or electronic), and whether the soundtrack samples contain the epic musical idiom. At the end of my dissertation my research reveals what kind of music these award academy panels favour. If the award academies are a reflection of popular taste, my research indicates what the audiences like to hear in video game music.
Dissertation (MMus)--University of Pretoria, 2016.
Music
MMus
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Hagström, Anders. "Poetically Man Dwells in Game Space : A Phenomenological Investigation of Video Games as Art." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326132.

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The studies of digital games is a young scientific field notable for its interdisciplinary nature that seeks to unite several epistemological positions in order to properly encompass the wide array of questions raised by the subject matter. During the last two decades strides have been made towards the introduction of a unified game theory, with several of the more recently suggested methods coalescing towards a similar end. This paper posits a phenomenological game theory which circumvents the usual aesthetic arguments for a focus on game as space, and analyses what it means to be in that space. The result of the initial reading of mainly three well-known and critically acclaimed digital games strongly indicates that using Heideggerian phenomenological thought reveals things about games as art that a) reinforces the validity of commonly held beliefs in current game theory, and b) suggests new ways forward for game design to improve games through enhancing the player’s comportment into their spaces by means of phenomenological game theory.
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Alhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.

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When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gamers, obviously, are much older. Yet more strikingly, and more germane to this study’s purpose, 47% of the U.S. gamer population is female, as compared to 40% in 2010. Despite these trends the gaming industry remains a male-dominated culture. The marketer’s job is to facilitate game engagement and to motivate gamers to play. The notion of “engagement” is not new in business. The term was developed in the last decade. Many studies were devoted to understand, explain, and define the term. It suggests that within interactive, dynamic business environments, consumer engagement (CE) represents a strategic position that companies can use to enhance their sales growth, competitive advantage, and profitability. Moreover, there are three levels of engagement in any experiential consumption (i.e., playing video game): presence, flow, and psychological absorption. The findings of this study affirm that consumer engagement, including presence, flow and psychological absorption are explanatory factors that impact gamer’s purchase intentions. Our results show that consumers experience different mental engagement in an interactive environment (i.e., playing video games) compared to passive environments (i.e., visiting a website). These findings change our understanding of consumers’ engagement and flow state. We also found that male and female gamers experience different engagement level. However, we did not find a significant result that masculinity and femininity traits impact gamers’ engagement or intention. We argue that macroeconomic factors results in sales fluctuation may have resulted in reject in this hypothesis. Thus, marketers shed a light into the consumer’s interactive environment and flow states in that environments. Consumers not only determine the value in using a product as Vargo and Lusch suggested, but they also create that value. Also, consumer experience is an ongoing process that does not have a specific point to start, making the value creation a temporally accumulative process that includes past, present, and future experience. Therefore, the value created by consumers is not created while physically interacting with a device to play, but it may include imagined and indirect interaction with the product. Therefore, consumers (i.e., gamers) need to maintain a balance between presence and psychological absorption (i.e., flow) to get the best experience in play video gaming. Empirical evidence suggest that consumers’ flow state engagement is the most important variable in determining their ensuing purchase intention for video games, regardless of game genre.
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Books on the topic "Video game theory"

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Kirkpatrick, Graeme. Aesthetic theory and the video game. Manchester: Manchester University Press, 2011.

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Aesthetic theory and the video game. Manchester: Manchester University Press, 2011.

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Fencott, P. C. Game invaders: The theory and understanding of computer games. Hoboken, N.J: Wiley, 2012.

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Burgun, Keith. Game design theory: A new philosophy for understanding games. Boca Raton, FL: A K Peters/CRC Press, 2012.

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Game design theory: A new philosophy for understanding games. Boca Raton, FL: A K Peters/CRC Press, 2012.

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Theory of Fun for Game Design. United States of America: Paraglyph, 2004.

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Game sound: An introduction to the history, theory, and practice of video game music and sound design. Cambridge, Mass: MIT Press, 2008.

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Cuellar, Joey. Street fighter anniversary collection: Official fighter's guide. Indianapolis, IN: Brady Pub., 2005.

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Suter, Beat, René Bauer, and Mela Kocher, eds. Narrative Mechanics. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839453452.

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What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
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Quests: Design, theory, and history in games and narratives. Wellesley, Mass: A.K. Peters, 2008.

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Book chapters on the topic "Video game theory"

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Ruffino, Paolo. "A Theory of Non-existent Video Games: Semiotic and Video Game Theory." In Computer Games and New Media Cultures, 107–24. Dordrecht: Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_7.

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Hodge, Sarah E., John McAlaney, Christos Gatzidis, Eike Falk Anderson, Davide Melacca, and Jacqui Taylor. "Applying Psychological Theory to In-Game Moral Behaviors Through the Development of a Purpose-Made Game." In Video Games, 108–25. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-7.

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Ji, Wen, Peng Li, Min Chen, and Yiqiang Chen. "Power Scalable Video Encoding Strategy Based on Game Theory." In Advances in Multimedia Information Processing - PCM 2009, 1237–43. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-10467-1_125.

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Lee, Jin Ha, Joseph T. Tennis, and Rachel Ivy Clarke. "Domain Analysis for a Video Game Metadata Schema: Issues and Challenges." In Theory and Practice of Digital Libraries, 280–85. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33290-6_30.

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Bhuyan, Bikram P., and Sajal Saha. "Selection of Mobile Node Using Game and Graph Theory for Video Streaming Application." In Lecture Notes in Electrical Engineering, 321–32. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-3067-5_24.

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Hou, Fukang, Xiaojun Jing, and Hai Huang. "On Using Game Theory to Solve the Scalable Video Multicasting Problem in Mobile Ad-Hoc Networks." In Self-Organizing Networks, 128–36. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-19746-3_16.

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Bodner, Mark, and Gordon Shaw. "Symmetry math video game used to train profound spatial-temporal reasoning abilities equivalent to dynamical knot theory." In CRM Proceedings and Lecture Notes, 189–202. Providence, Rhode Island: American Mathematical Society, 2004. http://dx.doi.org/10.1090/crmp/034/19.

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Andringa, Ronald, and Walter R. Boot. "Video Games." In Theory-Driven Approaches to Cognitive Enhancement, 199–210. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57505-6_14.

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Kryston, Kevin, Eric Novotny, Ralf Schmälzle, and Ron Tamborini. "Social Demand in Video Games and the Synchronization Theory of Flow." In Video Games, 161–77. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-10.

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Murray, Leo. "Sound in video games." In Sound Design Theory and Practice, 145–73. London ; New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9781315647517-9.

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Conference papers on the topic "Video game theory"

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Zhang, Lu, and Junjie Shang. "Understanding the Educational Values of Video Games from the Perspective of Situated Learning Theory and Game Theory." In 2016 International Conference on Educational Innovation through Technology (EITT). IEEE, 2016. http://dx.doi.org/10.1109/eitt.2016.22.

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Liu, Meng, Houqiang Li, and Weiping Li. "Smoothing rate control for multiple video streams using game theory." In 2011 IEEE International Symposium on Circuits and Systems (ISCAS). IEEE, 2011. http://dx.doi.org/10.1109/iscas.2011.5938241.

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Kang, Shaojie, Wen Ji, Bo-Wei Chen, Chungang Yang, and Yiqiang Chen. "Game theoretic analysis for video transmission in simulated WLANs." In 2014 5th International Conference on Game Theory for Networks (GAMENETS). IEEE, 2014. http://dx.doi.org/10.1109/gamenets.2014.7043733.

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Fan, Yuguang, Yiqiang Chen, and Wen Ji. "An adaptive smoothing method for collaborative HD video communications." In 2014 5th International Conference on Game Theory for Networks (GAMENETS). IEEE, 2014. http://dx.doi.org/10.1109/gamenets.2014.7043732.

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Zhang, 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.

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Liu, 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.

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Luo, Jiancong, and Ishfaq Ahmad. "Using game theory for perceptual tuned rate control algorithm in video coding." In Electronic Imaging 2005, edited by Amir Said and John G. Apostolopoulos. SPIE, 2005. http://dx.doi.org/10.1117/12.587161.

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Pantoja, Maria. "Designing a New Video Game App as an aid for Introduction to Programming classes that use C Programming Language." In Third International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.4606.

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Abstract:
This paper describes the use and development of a mobile application as an aid for an introduction to programming class in C, for first year engineering students. One of the biggest problems in teaching programming, and in particular in C is the concept of memory allocation and pointers. To help visualizing these concepts we developed an application in the form of a video game that works on both Android and iOS devices. The paper is inspired Digital Game Based Learning (DGBL) pedagogical theory, studying the kind of learning that happens when playing computer and video games, how to use this medium as a tool for learning, and how to design games for learning. Research has shown benefits in using mobile applications to better engage students and help them learn at their own pace and levelWe did some preliminary performance testing on students from two different groups. One group of computer engineering students and another one of non-engineering majors, both groups learning to program, with no previous knowledge of programming, to evaluate the benefits of the application. The results of this test show that there is an improvement in the students understanding in C, and we also noted a very positive attitude of students toward using something as familiar to them as mobile phones to help them understand the material.
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Wijaya, Reinaldo Ignatius, and Nur Ulfa Maulidevi. "Multiagent System Development for Cooperative Multiplayer Video Game Using Deep Q-Network." In 2019 International Conference of Advanced Informatics: Concepts, Theory and Applications (ICAICTA). IEEE, 2019. http://dx.doi.org/10.1109/icaicta.2019.8904297.

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Youssif, El-Sayed, Mohamed E. Khedr, Shawki Shabaan, and Nour El Din El Madany. "Adaptive rate control in object-based video coding using non-cooperative game theory." In 2011 International Conference on Innovations in Information Technology (IIT). IEEE, 2011. http://dx.doi.org/10.1109/innovations.2011.5893858.

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