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Journal articles on the topic 'Video game'

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1

Ponomareva, Ekaterina. "Video game as a research tool. Video games expert assessments." Психология и Психотехника, no. 1 (January 2024): 179–95. http://dx.doi.org/10.7256/2454-0722.2024.1.70080.

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The contradictive results presence and the simplified vision of the research object are considered as an actual problem for psychological studies exploring video games use specificity. According to the author’s viewpoint, the psychological aspect of the activity realized in video games tends to be missed. This is true additionally for the ludic nature of the mentioned activity that imposes specificity on the gameplay and the user’s perception of it. The aim of the article is to describe the possible criteria elaboration algorithm to search a video game allowing effective gameplay observation, and to select subsequently the suitable for these criteria platform. Attention is paid to play activity specificity. This means the necessity to consider the individual peculiarities of gameplay realization as play activity outer side and to take into account the video games structure specifics in the framework of gameplay observation. The description of a possible algorithm of the video game selection criteria elaboration is presented. The criteria are implied to allow the performance of the effective gameplay observation. The article describes the study with expert assessment method use. It was participated by the game design specialists (total final number is 15 respondents). The criteria for a video game selection suitable for the purpose of the research achievement were determined. The computer game «Minecraft» was selected. It is supposed to be used as a platform for observation of the future research participants' gameplay realization. The features of the computer game «Minecraft» will allow the game space flexible configuration to observe the respondents effectively and to correspond the received data with respondents' play activity specifics. The results obtained in the future will be useful for the video game expertise methodics development and for effective psychodiagnostic, psychocorrective and developmental programs elaboration as well as useful for the deviant behaviour prevention.
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Bean, Anthony M., Rune K. L. Nielsen, Antonius J. van Rooij, and Christopher J. Ferguson. "Video game addiction: The push to pathologize video games." Professional Psychology: Research and Practice 48, no. 5 (October 2017): 378–89. http://dx.doi.org/10.1037/pro0000150.

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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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Malamud, Randy. "Game: Animals, Video Games, and Humanity." Journal of Animal Ethics 13, no. 2 (October 1, 2023): 223–26. http://dx.doi.org/10.5406/21601267.13.2.20.

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Liang, Xinyun. "Communication Characteristics and Development Path of Online Game Video." Art and Society 2, no. 1 (February 2023): 57–60. http://dx.doi.org/10.56397/as.2023.02.09.

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Since the development of We-media platform, game video has always been an important component field after vertical subdivision of platform content, and the popularity of game video results from the support of video games themselves. Video games provide participants with wonderful experiences that can’t be obtained in reality. In this paper, the characteristics of game communication and the development path of game videos were discussed. In the future development, how can game video creators still utilize the advantages of game subjects and We-media platforms to give full play to their professional knowledge and innovative consciousness, so as to achieve rapid development?
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Mathews, Christine L., Holly E. R. Morrell, and Jon E. Molle. "Video game addiction, ADHD symptomatology, and video game reinforcement." American Journal of Drug and Alcohol Abuse 45, no. 1 (June 6, 2018): 67–76. http://dx.doi.org/10.1080/00952990.2018.1472269.

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Wibowo, Tony, Sakilah Dwi Cahyani, Ivan Hendardi, and Farhan Alwie Rasyidhy. "GAMED dan GDLC : PEMBUATAN VIDEO GAME UNTUK EDUKASI MORAL." IJIS - Indonesian Journal On Information System 9, no. 1 (April 4, 2024): 1. http://dx.doi.org/10.36549/ijis.v9i1.299.

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Penelitian ini membahas pengembangan video game edukasi moral dalam konteks pendidikan di Indonesia, menggunakan metode pengembangan Game Life Cycle Framework (GDLC) dan Metodologi Pengembangan Game Pendidikan Digital (GAMED). Fokusnya adalah menggabungkan teori moral abad ke-21 dengan permainan, melibatkan pemain dalam pemikiran kritis dan pengambilan keputusan moral. Melalui tahapan inisiasi, pra-produksi, produksi, uji, beta, hingga perilisan, game ini, menggunakan RPG Maker MZ, menyampaikan pesan moral melalui simulasi skenario interaktif. Hasilnya adalah video game edukasi moral yang berpotensi menjadi alat yang efektif dalam meningkatkan pemahaman dan perilaku etis siswa, mengintegrasikan teknologi dan pendidikan untuk memfasilitasi pembelajaran nilai-nilai moral yang esensial.Kata Kunci: Video Game, GDLC, GAMED, Edukasi Moral
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Funk, Jeanne B., and Debra D. Buchman. "Video Game Controversies." Pediatric Annals 24, no. 2 (February 1, 1995): 91–94. http://dx.doi.org/10.3928/0090-4481-19950201-08.

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Harding, Gfa, Cd Ferrie, Ro Robinson, S. Giannakodimos, and Cp Panayiotopoulos. "Video-game epilepsy." Lancet 344, no. 8938 (December 1994): 1710–11. http://dx.doi.org/10.1016/s0140-6736(94)90496-0.

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Kasteleijn-Nolst Trenité, D. G. A. "Video-game epilepsy." Lancet 344, no. 8930 (October 1994): 1102–3. http://dx.doi.org/10.1016/s0140-6736(94)90625-4.

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Dill, Karen E., and Jody C. Dill. "Video game violence." Aggression and Violent Behavior 3, no. 4 (December 1998): 407–28. http://dx.doi.org/10.1016/s1359-1789(97)00001-3.

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Cheng, K. "Video game addiction." Neuropsychiatrie de l'Enfance et de l'Adolescence 60, no. 5 (July 2012): S118. http://dx.doi.org/10.1016/j.neurenf.2012.05.504.

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Jindra, Michael. "Video game worlds." Society 44, no. 4 (May 2007): 67–73. http://dx.doi.org/10.1007/bf02919524.

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Ricci, Stefano, and Federico Vigevano. "The Effect of Video-Game Software in Video-Game Epilepsy." Epilepsia 40, s4 (April 1999): 31–37. http://dx.doi.org/10.1111/j.1528-1157.1999.tb00904.x.

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Remington Huan, Chayen, and Diny Anggriani Adnas. "Pengaruh Estetik Video Game terhadap Minat Gamer dengan Genre Survival." Jurnal SAINTEKOM 13, no. 1 (March 31, 2023): 32–41. http://dx.doi.org/10.33020/saintekom.v13i1.350.

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Video games have many genres and for this research, the author focuses on survival genre Video games. Video games with the survival genre give players freedom and try to survive in the world provided by the video game. Because players are free to explore in the video game, the visuals or graphics in the world in the video game will greatly affect the player's interest, but there are survival video games that have good visuals but don't have many interests like Fallalypse and Age of Survival where both video games have a Very Negative rating. However, there is one survival video game that doesn't have good visuals and only relies on unique gameplay but has a lot of interest and that video game is Minecraft. The purpose of this research is to find out the interest of players or gamers in video games in the survival genre. This study used quasi-experimental and qualitative methods on 14 participants with an age range of 18-26 years. After the quasi-experiments and qualitative were completed, the authors were able to receive one conclusion about gamers’ preference in survival video games, gamers prefer playing survival video games. which are not too realistic or similar to the real world in terms of difficulty, but gamers prefer to see visuals or graphics that are realistic or similar to the real world.
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Ortiz de Gortari, Angelica B., Karin Aronsson, and Mark Griffiths. "Game Transfer Phenomena in Video Game Playing." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (July 2011): 15–33. http://dx.doi.org/10.4018/ijcbpl.2011070102.

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Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.
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Laffan, Derek A., John Greaney, Hannah Barton, and Linda K. Kaye. "The relationships between the structural video game characteristics, video game engagement and happiness among individuals who play video games." Computers in Human Behavior 65 (December 2016): 544–49. http://dx.doi.org/10.1016/j.chb.2016.09.004.

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18

Nadir, Hamid. "Learning game design while playing games." Journal of Technology-Integrated Lessons and Teaching 3, no. 1 (June 25, 2024): 3–20. http://dx.doi.org/10.13001/jtilt.v3i1.8485.

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This course investigated game design competencies of graduate students as they engaged in gameplay and learned about game-related concepts, including gamified approaches, game-based learning (GBL), design thinking, maker technologies, and game designs. Students were introduced to the week's topic beforehand and collaborated on design projects during class sessions. Students played a different game each week, focusing mainly on game mechanics. Through the utilization of foundational readings, video tutorials, discussions, assignments, and guidance from the instructor and a guest speaker, students developed a comprehensive understanding of game design principles. This understanding ultimately led them to design both board and video games. No prior programming or game design experience was necessary.
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Burwell, Catherine. "Game Changers: Making New Meanings and New Media with Video Games." English Journal 106, no. 6 (July 1, 2017): 41–47. http://dx.doi.org/10.58680/ej201729180.

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This article explores three ways English educators might use Let’s Play videos in the classroom: as texts for analyzing video games, as models for media production, and as starting places for critical conversations about the gaming industry.
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Mustofa, Mustofa, Jordy Lasmana Putra, and Chandra Kesuma. "Penerapan Game Development Life Cycle Untuk Video Game Dengan Model Role Playing Game." Computer Science (CO-SCIENCE) 1, no. 1 (January 25, 2021): 27–34. http://dx.doi.org/10.31294/coscience.v1i1.158.

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The development of technology and information drives the acceleration of a very dynamic world. With this discovery, computer technology, which was created as a tool for human work, has now developed into a means of games, entertainment, communication and so on. In the entertainment sector, one of the most popular pieces of technology is the video game industry. However, information and knowledge regarding video game development is not very popular in Indonesia, especially about the Life Cycle in the video game development process. In addition, video games have a wide variety of genres and different role-plays. So that not all Game Development Life Cycle (GDLC) models fit into certain game categories, especially the RPG (Roled Playing Game) genre which has unique role-playing. So it is necessary to have a suitable testing model. This study aims to test whether the Life Cylce Development Game proposed by Rido Ramadan and Yani Widyani can be used in the development of RPG (Roled Playing Game) video games. The results show that video game development using the Game Development Life Cycle (GDLC) proposed by Rido Ramadan and Yani Widyani, this video game can run well.
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Bontrager, Philip, Ahmed Khalifa, Andre Mendes, and Julian Togelius. "Matching Games and Algorithms for General Video Game Playing." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 1 (June 25, 2021): 122–28. http://dx.doi.org/10.1609/aiide.v12i1.12884.

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This paper examines the performance of a number of AI agents on the games included in the General Video Game Playing Competition. Through analyzing these results, the paper seeks to provide insight into the strengths and weaknesses of the current generation of video game playing algorithms. The paper also provides an analysis of the given games in terms of inherent features which define the different games. Finally, the game features are matched with AI agents, based on performance, in order to demonstrate a plausible case for algorithm portfolios as a general video game playing technique.
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Charrieras, Damien, and Nevena Ivanova. "Emergence in video game production: Video game engines as technical individuals." Social Science Information 55, no. 3 (July 9, 2016): 337–56. http://dx.doi.org/10.1177/0539018416642056.

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This article is interested in the creative practices in video game production. More specifically, the research focuses on the ways in which the use of game engines – a toolkit that offers a set of functionalities to automatize the handling of a range of processes (graphics, sound, game physics, networks, artificial Intelligence) – make possible or impossible certain forms of emergences in video games production. The manipulation of objects in these game engines is done according to a certain programming paradigm. Two main programming paradigms currently govern the internal design of game engines: object-oriented/inheritance-based deep-class hierarchical design and component-based data-driven design. We will describe how different programming paradigms lend themselves to certain affordances to explore the ways in which game workers can interface with game engines. We will use the framework developed by Gilbert Simondon on the artisanal and industrial stage or mode of production. This will enable a better understanding of the technogenesis of different kinds of game engines and the ways in which they can be conceptualized as technical individuals enduring through their associated milieus. This way of describing game engines emphasizes non-anthropocentric forms of creativity and specific modalities of emergent techno-human processes that are too often underestimated in various accounts of cultural production processes.
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Fanani, Fajriannoor. "Mitologi Dalam Video Game: Pesan-pesan Politik Dalam Video Games Amerika Serikat." Jurnal The Messenger 3, no. 1 (January 19, 2016): 1. http://dx.doi.org/10.26623/themessenger.v3i1.180.

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<p><em>Video Game, especially in Indonesia, has been long seeing as kid toy with minimum or no psychological impact to the player. This view is a serious mistake since video game able to transmit violence message to political message into their audience or player. Political message especially is very omnipresent in such game as Red Alert, Generals and others FPS or RTS games. The message on these games is higly political and contains political views the developer has. This writing tries to read the political messages on games like Red Alert and Counter Strike to find myth the developer create or believe and search out why these myths is present. Barthes analysis on semiotics were used to read not only the denotative meaning of the message, but also find the connotative message and finaly find the myths wrapped around the games.</em></p>
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Kristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (February 26, 2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.

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The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game players in playing role-playing games (RPGs).This study uses the within-subject experimental method with participants who are RPG video game players who have played for at least 1 year, 24 participants participated in the 8 experiment session throughout the study. The results of this study indicate that avatar customization is very important because it can improve the player's self-identification in the game, improve the playing experience, improve the perceived quality of the video game played, increase the flow and immersion of players, and increase gamer loyalty. Another result that was raised was that the use of avatars that were the same gender with players (male players using male avatars) did not have higher flow and immersion than when using different genders (male players use female avatars) so that this raises new issues of gander swapping in the role playing video game that can be continued for further research.
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Nyitray, 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.

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Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out games from her local public library. Later in life, she had the opportunity to start building a video game studies collection in her professional career as an archivist and special collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game History.” There is much in this column to help librarians wanting to support research in this important entertainment form. Ready player one?—Editor
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Ruberg, Bonnie, and Amanda L. L. Cullen. "Feeling for an Audience." Digital Culture & Society 5, no. 2 (December 1, 2019): 85–102. http://dx.doi.org/10.14361/dcs-2019-0206.

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Abstract The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2015). In this article, we shed light on one important aspect of the gendered work of video game live streaming: emotional labor. To do so, we present observations and insights drawn from our analysis of instructional videos created by women live streamers and posted to YouTube. These videos focus on “tips and tricks” for how aspiring streamers can become successful on Twitch. Building from these videos, we articulate the various forms that emotional labor takes for video game live streamers and the gendered implications of this labor. Within these videos, we identify key recurring topics, such as how streamers work to cultivate feelings in viewers, perform feelings, manage their own feelings, and use feelings to build personal brands and communities for their streams. Drawing from existing work on video games and labor, we move this scholarly conversation in important new directions by highlighting the role of emotional labor as a key facet of video game live streaming and insisting on the importance of attending to how the intersection of play and work is tied to identity.
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Trenité, D. G. A. Kasteleijn‐Nolst, A. Martins da Silva, S. Ricci, G. Rubboli, C. A. Tassinari, J. Lopes, M. Bettencourt, J. Oosting, and J. P. Segers. "Video games are exciting: a European study of video game‐induced seizures and epilepsy." Epileptic Disorders 4, no. 2 (June 2002): 121–28. http://dx.doi.org/10.1684/j.1950-6945.2002.tb00481.x.

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ABSTRACT Background Video game seizures have been reported in photosensitive and non‐photosensitive patients with epilepsy. The game Super Mario World, has led to many cases of first seizures. We examined whether this game was indeed more provocative than other programs and whether playing the game added to this effect. Methods We prospectively investigated 352 patients in four European cities, using a standard protocol including testing of a variety of visual stimuli. We correlated historical data on provocative factors in daily life with electroencephalographic laboratory findings. Results The video game, Super Mario World proved more epileptogenic than standard TV programs and as provocative as programs with flashing lights and patterns. Most striking was the fact that video game‐viewing and‐playing on the 50 and 100 Hz TV was significantly more provocative than viewing the standard program ( P < 0.001, P < 0.05 respectively). Playing the video game Mario World on a 50 Hz TV, appeared to be significantly more provocative than playing this game on the 100 Hz TV ( P < 0.001). Of 163 patients with a history of TV‐, VG‐ or CG‐seizures, 85% of them showed epileptiform discharges in response to photic stimulation, 44% to patterns, 59% to 50 Hz TV and 29% to 100 Hz TV. Conclusions Children and adolescents with a history of video game seizures are, in the vast majority, photosensitive and should be investigated with standardised photic stimulation. Games and programs with bright background or flashing images are specifically provocative. Playing a video game on a 100 Hz TV is less provocative [published with videosequences].
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Tobing, Deddy Stevano H. "TRANSFORMASI DESAIN VIDEO GAME DARI MEDIA BERMAIN MENJADI MEDIA EKSPRESIF." JoMMiT : Jurnal Multi Media dan IT 6, no. 2 (January 13, 2023): 62–69. http://dx.doi.org/10.46961/jommit.v6i2.629.

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Artikel ini berusaha membuka perspektif baru mengenai Desain Video Game dari sebelumnya menjadikan video game sebagai media untuk alat bermain menjadi media alat untuk berekspresi. Video Game sudah menjadi salah satu komoditi penting dari industri hiburan dan bermain menjadi elemen penting dalam sebuah Video Game. Proses produksi sebuah Video Game diawali dengan proses mempersiapkan Desain Video Game sehingga para tim pengembang bekerja sesuai arahan Desain Video Game. Artikel ini menggambarkan bagaimana transformasi Desain Video Game saat ini dari Video Game yang alat untuk bermain menjadi media yang ekspresif.
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Ricky, Reinardus Alexander. "The ASSOCIATION BETWEEN MICROTRANSACTION IN VIDEO GAMES WITH VIDEO GAME ADDICTION AMONG PRECLINICAL MEDICAL STUDENTS IN ATMA JAYA CATHOIC UNIVERSITY OF INDONESIA FACULTY OF MEDICINE AND HEALTH SCIENCE." Damianus Journal of Medicine 20, no. 2 (November 30, 2021): 127–34. http://dx.doi.org/10.25170/djm.v20i2.1329.

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ABSTRAK Pendahuluan: Adiksi video game adalah sebuah gangguan pengendalian atas keinginan untuk bermain video game yang disebabkan oleh kebiasaan bermain video game dengan intensitas tinggi secara terus-menerus. Salah satu pemicu hal tersebut adalah melakukan mikrotransaksi dalam video game. Mikrotransaksi adalah sejumlah pembelian di dalam video game dengan menggunakan mata uang asli. Mikrotransaksi dapat mempermudah permainan, mengubah penampilan karakter di dalam video game, dan memperoleh benda-benda virtual langka. Hal ini diperkirakan dapat meningkatkan intensitas dan durasi bermain. Penelitian ini bertujuan untuk mengetahui hubungan antara mikrotransaksi dalam video game dengan adiksi video game pada mahasiswa kedokteran di Universitas Katolik Indonesia Atma Jaya. Metode: Penelitian ini menggunakan metode observasional-analitik dengan pendekatan cross sectional yang melibatkan 70 responden yang berasal dari mahasiwa kedokteran Unika Atma Jaya Jakarta angkatan 2016-2018 yang memenuhi kriteria inklusi dan eksklusi. Pengumpulan data dilakukan melalui online survey yang disebarkan ke seluruh grup PBL di setiap angkatan. Penilaian adiksi video game dilakukan dengan menggunakan Video Game Addiction Test (VAT) dan penilaian mikrotransaksi dalam video game dilakukan dengan menggunakan kuesioner mikrotransaksi. Kemudian data dianalisa dengan menggunakan program komputer. Hasil: Berdasarkan jenis kelamin, jumlah responden pria sama dengan wanita. Diperoleh prevalensi adiksi video game pada mahasiswa sebanyak 32,9%. Prevalensi mahasiswa yang melakukan mikrotransaksi dalam video game adalah sebanyak 41,4%. Didapatkan hubungan yang bermakna antara mikrotransaksi dalam video game dengan adiksi video game melalui uji chi square (p = 0,001), dengan odds ratio sebesar 6. Simpulan: Terdapat hubungan yang bermakna antara mikrotransaksi dalam video game dengan adiksi video game. Kata Kunci: adiksi video game, mahasiswa pre-klinik, mikrotransaksi dalam video game
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Hokroh, Mohammed, and Gill Green. "Online Video Games Adoption: Toward an Online Game Adoption Model." International Journal of Research in Business and Social Science (2147-4478) 8, no. 4 (July 3, 2019): 163–71. http://dx.doi.org/10.20525/ijrbs.v8i4.268.

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The purpose of this research paper is to explore the factors that influence Saudi users to adopt and use online video games. We developed a theoretical framework based on the Technology Adoption Model (TAM) to examine 6 hypotheses through a survey of 106 video game users. The results indicate that social norms, perceived enjoyment, and social interaction play a positive and significant role in influencing the perceived usefulness of online video games for end users. Also, price value, game quality, and internet speed were all factors that influence end-user perceived ease of use of online video games. Both perceived ease of use and perceived usefulness were all of the significant influence on the attitude to use online video games. Furthermore, perceived usefulness and attitude to use online video games influenced the behavioral intention to use online video games which in return influenced the actual use.
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Junaidi, Junaidi, Andy Julianto, Nizirwan Anwar, Safrizal Safrizal, Harco Leslie Hendric Spits Warnars, and Kiyota Hashimoto. "Perfecting A Video Game with Game Metrics." TELKOMNIKA (Telecommunication Computing Electronics and Control) 16, no. 3 (June 1, 2018): 1324. http://dx.doi.org/10.12928/telkomnika.v16i0.7209.

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Junaidi, Junaidi, Andy Julianto, Nizirwan Anwar, Safrizal Safrizal, Harco Leslie Hendric Spits Warnars, and Kiyota Hashimoto. "Perfecting A Video Game with Game Metrics." TELKOMNIKA (Telecommunication Computing Electronics and Control) 16, no. 3 (June 1, 2018): 1324. http://dx.doi.org/10.12928/telkomnika.v16i3.7209.

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Gligorov, Riste, Michiel Hildebrand, Jacco Van Ossenbruggen, Lora Aroyo, and Guus Schreiber. "Topical Video Search: Analysing Video Concept Annotation through Crowdsourcing Games." Human Computation 4, no. 1 (April 26, 2017): 47–70. http://dx.doi.org/10.15346/hc.v4i1.77.

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Games with a purpose (GWAPs) are increasingly used in audio-visual collections as a mechanism for annotating videos through tagging. One such GWAP is Waisda?, a video labeling game where players tag streaming video and win points by reaching consensus on tags with other players. The open-ended and unconstrained manner of tagging in the fast-paced setting of the game has fundamental impact on the resulting tags. We find that Waisda? tags predominately describe visual objects and rarely refer to the topics of the videos. In this study we evaluate to what extent the tags entered by players can be regarded as topical descriptors of the video material. Moreover, we characterize the quality of the user tags as topical descriptors with the aim to detect and filter out the bad ones. Our results show that after filtering, game tags perform equally well compared to the manually crafted metadata when it comes to accessing the videos based on topic. An important consequence of this finding is that tagging games can provide a cost-effective alternative in situations when manual annotation by professionals is too costly.
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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.

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The purpose of this research is to explain the ddevelopment of 3D animated video media in traditional games of petak benteng for motor skills. The children (students) began to recognize the traditional game of petak benteng. Researchers developed a traditional game of petak benteng by using it as a 3D animated video to introduce the game. So that the game is not inferior to modern games. This researcher is a research and development (RnD). Sources of fata in this study are primary data and secondary data. The data techniques, and interviews. The result of this research is that 3D aniamtion video learning media for students tradisional games, 3D animation video for the introduction of traditional games can be used to improve studentts motor skills, and 3D animation videos can be used as online learning media.
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Barr, Pippin, James Noble, and Robert Biddle. "Video game values: Human–computer interaction and games." Interacting with Computers 19, no. 2 (March 2007): 180–95. http://dx.doi.org/10.1016/j.intcom.2006.08.008.

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Tolić, Ivan, Vanja Šimunec, and Dijana Vuković. "Video game consumer profiles." Zbornik sveučilišta Libertas 5, no. 5 (December 9, 2020): 51–66. http://dx.doi.org/10.46672/zsl.5.5.4.

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The video game development path is full of drastic changes. The growth and strengthening of technology and the growth of innovation in the technology sector have inevitably led to the growth of this industry, which is nowadays achieving unexpected, enviable results. The basic human need for entertainment and socializing contributes to the popularity of video games. Today, video games are played by people of all ages and genders, and the most common reasons for playing video games are fun, socializing, learning, and reducing stress, but video games also provide interactive entertainment, unlike books, movies or theatre performances. The popularity of video games is witnessed by numerous communities on social networks through which professional gamers share their experiences, tips and video game reviews, and there are statistics that support this popularity and growth. The features offered by the video game industry do not need to be particularly emphasized because the results, statistics and enthusiastic players speak for themselves. This paper deals with the demographics and behaviour of consumers playing video games. The aim is to identify the main features of the user, video game players, and to identify and determine user habits and trends affecting the users. The consumer is a social and cultural being. At the same time, he is an individual for himself, a member of a family, a member of a group or a certain class or class in society, a representative of a particular nation, race, religion, nationality of a particular country, etc. The consumer is a person who has the money (assets) and a will to buy the goods or a service. In this paper, the above consumer definitions will be brought in correlation with the video game market, with an industry that encompasses various forms of modern entertainment. It is shown that technology and new modes of entertainment are present among all, and that we need to adjust the time we live in. Playing some kind of video games has become a normal activity of any normal, modern individual.
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Shedko, I. I. "Video Game Art Styles." Art & Culture Studies, no. 4 (December 2021): 382–95. http://dx.doi.org/10.51678/2226-0072-2021-4-382-395.

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The article examines the graphic styles that have arisen in the video game industry due to the technical features and development of this media. These styles are widely used and starting to go beyond the industry into the field of contemporary art. Despite the fact that pixel art is mainly used in the creation of video games, it has already become an independent form of visual style. Contemporary artists such as the Russian digital artist and designer under the pseudonym Uno Morales and the artist Natalya Struchkova turn to the pixel style when creating their works. Like the pixel art, voxel graphics has moved into the category of the game visual style, which employs an impressive community of digital artists. Low рoly graphics have modified from the main graphics of three-dimensional games, which look technically imperfect, into the category of an artistic style that forms a recognizable, attractive and unique geometric aesthetics of the image. We can trace the transformation of video game graphics, which have arisen as a result of technical constraints, into separate art styles: pixel art, voxel art, low рoly style, the minimalist style of the first classic video games. These styles are gradually becoming an independent visual unit that does not depend on the video game product as a whole.
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Stanley, Kenneth, Igor Karpov, Risto Miikkulainen, and Aliza Gold. "The NERO Video Game." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2, no. 1 (September 29, 2021): 151–52. http://dx.doi.org/10.1609/aiide.v2i1.18771.

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In the NeuroEvolving Robotic Operatives (NERO) game, the player trains a team of virtual robots for combat against other players' teams. The virtual robots learn in real time through interacting with the player. Since NERO was originally released in June, 2005, it has been downloaded over 50,000 times, appeared on Slashdot, and won several honors. A significant update was released in November, 2005, including improved performance, new battle mode options, and faster learning. The virtual robots learn using the real-time NeuroEvolution of Augmenting Topologies (rt-NEAT) method, which can evolve increasingly complex artificial agents in NERO adapt in real time as they interact with the player in the new, updated game. In the future, rtNEAT may allow new kinds of educational and training applications through interactive and adapting games.
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Millichap, J. Gordon. "Video Game-Related Seizures." Pediatric Neurology Briefs 8, no. 4 (April 1, 1994): 28. http://dx.doi.org/10.15844/pedneurbriefs-8-4-6.

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Millichap, J. Gordon. "Video Game-Induced Seizures." Pediatric Neurology Briefs 8, no. 9 (September 1, 1994): 68. http://dx.doi.org/10.15844/pedneurbriefs-8-9-5.

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41

Werning, Stefan. "Disrupting video game distribution." Nordic Journal of Media Studies 1, no. 1 (June 1, 2019): 103–24. http://dx.doi.org/10.2478/njms-2019-0007.

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AbstractThis article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate rhetoric. Despite its profound influence on the video game industry, scholarly inquiry into Steam has focused on analyses of user or value creation. However, Steam arguably derives its long-term disruptive potential from combining the gamification of digital distribution with the formation of ephemeral public spheres around the games that it distributes, thereby becoming a de facto online social network. To investigate this strategy, the article employs a historically comparative affordance analysis, drawing on a small data set of Steam blog posts and tech blog coverage from 2007 to 2018 to map patterns of affordance change.
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Ikariko, Masahiro. "Fighting video game machine." Journal of the Acoustical Society of America 119, no. 3 (2006): 1305. http://dx.doi.org/10.1121/1.2185034.

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Ferrie, C. D., P. De Marco, R. A. Grunewald, S. Giannakodimos, and C. P. Panayiotopoulos. "Video game induced seizures." Journal of Neurology, Neurosurgery & Psychiatry 57, no. 8 (August 1, 1994): 925–31. http://dx.doi.org/10.1136/jnnp.57.8.925.

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Kurtz, Richard L., Krishnan Subramanian, and Gary J. Mankey. "Video-game controller joystick." Journal of Vacuum Science & Technology A: Vacuum, Surfaces, and Films 17, no. 5 (September 1999): 3121–22. http://dx.doi.org/10.1116/1.582014.

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Schlag, John D., and Madeleine Schlag-Rey. "Video Game for Monkeys." Neuron 62, no. 5 (June 2009): 608–9. http://dx.doi.org/10.1016/j.neuron.2009.05.018.

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46

Bogost, Ian. "Comparative Video Game Criticism." Games and Culture 1, no. 1 (January 2006): 41–46. http://dx.doi.org/10.1177/1555412005281775.

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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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Griffiths, Robert P., Matthew S. Eastin, and Vincent Cicchirillo. "Competitive Video Game Play." Communication Research 43, no. 4 (February 6, 2015): 468–86. http://dx.doi.org/10.1177/0093650214565895.

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Darr, Andrew. "Video Game Review: Elsinore." Borrowers and Lenders: The Journal of Shakespeare and Appropriation 16, no. 1 (October 3, 2024): 140–46. http://dx.doi.org/10.18274/2ve2ks97.

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Elsinore, produced by the independent studio Golden Glitch, is a 2019 commercial video game adaptation of Shakespeare’s Hamlet where the player navigates a simulated version of Elsinore castle while playing as Ophelia. It stands as the single most ambitious commercial video game adaptation of a Shakespearian property made in the medium.
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Sellar, Tom. "Democracy (The Video Game)." Theater 54, no. 3 (November 1, 2024): 1–2. http://dx.doi.org/10.1215/01610775-11322028.

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