Academic literature on the topic 'Video Games based on Manga'
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Journal articles on the topic "Video Games based on Manga"
Kiryakos, Senan, and Shigeo Sugimoto. "Building a bibliographic hierarchy for manga through the aggregation of institutional and hobbyist descriptions." Journal of Documentation 75, no. 2 (March 6, 2019): 287–313. http://dx.doi.org/10.1108/jd-06-2018-0089.
Full textOóhagan, Dr Minako. "MANGA, ANIME AND VIDEO GAMES: GLOBALIZING JAPANESE CULTURAL PRODUCTION." Perspectives 14, no. 4 (July 24, 2007): 242–47. http://dx.doi.org/10.1080/09076760708669041.
Full textLoriguillo-López, Antonio. "Osamu Tezuka, el Dios del Manga: Exhibition at the Museu Nacional d’Art de Catalunya." Mutual Images Journal, no. 7 (December 20, 2019): 57–62. http://dx.doi.org/10.32926/2019.7.r.lor.osamu.
Full textTakeshi, Kawamura, and Sara Jansen. "The Lost Babylon." TDR/The Drama Review 44, no. 1 (March 2000): 114–35. http://dx.doi.org/10.1162/10542040051058942.
Full textMainetti, R., A. Sedda, M. Ronchetti, G. Bottini, and N. A. Borghese. "Duckneglect: Video-games based neglect rehabilitation." Technology and Health Care 21, no. 2 (February 28, 2013): 97–111. http://dx.doi.org/10.3233/thc-120712.
Full textGutiérrez, Enrique Javier Díez. "Video Games and Gender-based Violence." Procedia - Social and Behavioral Sciences 132 (May 2014): 58–64. http://dx.doi.org/10.1016/j.sbspro.2014.04.278.
Full textKang, Hyun, Chang Woo Lee, and Keechul Jung. "Recognition-based gesture spotting in video games." Pattern Recognition Letters 25, no. 15 (November 2004): 1701–14. http://dx.doi.org/10.1016/j.patrec.2004.06.016.
Full textLiu, Wei. "Sports Games Video Segmentation based on Adaptive." International Journal of Signal Processing, Image Processing and Pattern Recognition 9, no. 2 (February 28, 2016): 25–34. http://dx.doi.org/10.14257/ijsip.2016.9.2.03.
Full textMathew, Geethu Elizebeth. "Direction Based Heuristic for Pathfinding in Video Games." Procedia Computer Science 47 (2015): 262–71. http://dx.doi.org/10.1016/j.procs.2015.03.206.
Full textBebie, T., and H. Bieri. "A Video-Based 3D-Reconstruction of Soccer Games." Computer Graphics Forum 19, no. 3 (September 2000): 391–400. http://dx.doi.org/10.1111/1467-8659.00431.
Full textDissertations / Theses on the topic "Video Games based on Manga"
Svensson, Adam. "Implementation of binaural beats in video games : The effects of a therapy based on video games and binaural beats on university students." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19860.
Full textDet finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.
Cosic, Prica Srdjan. "Video Games and Software Engineers : Designing a study based on the benefits from Video Games and how they can improve Software Engineers." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15324.
Full textGraham, Philip Mike. "Layered AI architecture for team based first person shooter video games." Thesis, University of Edinburgh, 2011. http://hdl.handle.net/1842/5044.
Full textMunir, Sundas, and Mirza Sanam Iqbal Baig. "Challenges and Security Aspects of Blockchain Based Online Multiplayer Games." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38771.
Full textPagnotti, John Charles Jr. "The Effect of Civics-Based Video Games on Middle School Students' Civic Engagement." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5366.
Full textID: 031001528; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Adviser: William B. Russell III.; Thesis (Ph.D.)--University of Central Florida, 2012.; Includes bibliographical references (p. 111-117).
Ph.D.
Doctorate
Education and Human Performance
Education; Social Science Education
Ali, U. "A practice-based exploration of natural environment design in computer & video games." Thesis, University of Salford, 2016. http://usir.salford.ac.uk/39394/.
Full textAnguelov, Bobby. "Video game pathfinding and improvements to discrete search on grid-based maps." Diss., University of Pretoria, 2011. http://hdl.handle.net/2263/22940.
Full textDissertation (MSc)--University of Pretoria, 2011.
Computer Science
unrestricted
Griffith, Ioseff. "Generation, evaluation, and optimisation of procedural 2D tile-based maps in turn-based tactical video games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-54453.
Full textGorman, Chad M. "Getting Serious About Games - Using Video Game-based Learning to Enhance Nuclear Terrorism Preparedness." Thesis, Monterey, California. Naval Postgraduate School, 2012. http://hdl.handle.net/10945/6803.
Full textThis thesis proposes the development of a video game platform to increase the publics knowledge of required protective actions in the event of a nuclear terrorism attack. Current scientific analyses have identified elementary steps the public should take to increase the likelihood of survival in the event of a nuclear terrorism incident; however, a knowledge gap currently exists with regard to the publics understanding of these required actions. Unfortunately, todays preparedness initiatives do not have the efficacy required to impact significant improvements in this area. Video games, more specifically a sub-genre of games known as serious games, are uniquely postured to address this knowledge gap. Not only do video games provide a motivating, enriching and engaging educational medium, but also they are unique in that they address the emerging educational needs of todays games generation, which desires more interactive educational environments since they have been immersed in technology for the majority of their lives. As such, leveraging this technology can help close the current knowledge gap and increase the nations resilience to nuclear terrorism.
Brookes, Sarah. "Playing the Story: Transportation as a Moderator of Involvement in Narratively-Based Video Games." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1274818623.
Full textBooks on the topic "Video Games based on Manga"
Sonic), Hiroyuki Negami (Super. Doraemon 2 Nobita to Hikari no Shinden: Epoch Official Guide Book. Tokyo, Japan: Shogakukan Inc., 1999.
Find full textSonic), Akiharu Tsuchida (Super. Doraemon Nobita to Mittsu no Seireiseki: Epoch Official Guide Book. Tokyo, Japan: Shogakukan Inc., 1997.
Find full textSonic), Hiroaki Nagata (Super. Doraemon 3 Nobita no Machi SOS!: Epoch Official Guide Book. Tokyo, Japan: Shogakukan Inc., 2000.
Find full textSanches, João Diniz. Driving games manual: The ultimate guide to all car-based computer and video games. Newbury Park, Calif: Haynes, 2008.
Find full textGame based organization design: New tools for complex organizational systems. Basingstoke, Hampshire: Palgrave Macmillan, 2014.
Find full text1968-, Rodriguez Robert, ed. Spy kids 3-D : game over: A novel based on the major motion picture. New York: Miramax Books/Hyperion Books for Children, 2003.
Find full textAllison, DeBlasio, and Marsocci Joey, eds. 1000 incredible costume & cosplay ideas: A showcase of creative characters from anime, manga, video games, movies, comics and more! Beverly, MA: Quarry Books, 2013.
Find full textOrvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.
Find full textOrvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.
Find full textQuinrose. Alice in the country of diamonds: Wonderful wonder world official visual fan book. [S.l.]: Yen Press, 2014.
Find full textBook chapters on the topic "Video Games based on Manga"
Sherrick, Brett. "The Role of Engagement in Facilitating Games-Based Persuasion." In Video Games, 44–59. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-3.
Full textHemmann, Kathryn. "Beautiful War Games: Transfiguring Genders in Video Game Fancomics." In Manga Cultures and the Female Gaze, 103–23. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-18095-9_5.
Full textBarr, Matthew. "Video Games and Learning." In Graduate Skills and Game-Based Learning, 1–31. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-27786-4_1.
Full textHickey, Daniel T., and Ellen Jameson. "Designing for Participation in Educational Video Games." In Assessment in Game-Based Learning, 401–30. New York, NY: Springer New York, 2012. http://dx.doi.org/10.1007/978-1-4614-3546-4_20.
Full textSchrader, P. G., Kenneth J. Fasching-Varner, and Michael P. McCreery. "Narrative, Video Games, and Performance In Situ." In Game-based Learning Across the Disciplines, 363–82. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-75142-5_16.
Full textLee, William, and Ramon Lawrence. "Fast Grid-Based Path Finding for Video Games." In Advances in Artificial Intelligence, 100–111. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38457-8_9.
Full textSuaza, Juan, Edwin Gamboa, and María Trujillo. "A Health Point-Based Dynamic Difficulty Adjustment Strategy for Video Games." In Entertainment Computing and Serious Games, 436–40. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34644-7_42.
Full textSmith, Stuart T., Amir Talaei-Khoei, Mililani Ray, and Pradeep Ray. "Agent-Based Monitoring of Functional Rehabilitation Using Video Games." In Studies in Computational Intelligence, 113–41. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16095-0_7.
Full textChang, Wen-Hsuan, Yu-Chieh Wu, and Jie-Chi Yang. "Webpage-Based and Video Summarization-Based Learning Platform for Online Multimedia Learning." In Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, 355–62. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_64.
Full textPadilla Zea, N., N. Medina Medina, F. L. Gutiérrez Vela, and P. Paderewski. "A Model-Based Approach to Designing Educational Multiplayer Video Games." In Technology-Enhanced Systems and Tools for Collaborative Learning Scaffolding, 167–91. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-19814-4_8.
Full textConference papers on the topic "Video Games based on Manga"
"Ethical Issues of Simulation Video Games." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.060.
Full textSurer, Elif, Michele Pirovano, Renato Mainetti, Fabio Tatti, Gabriel Baud-Bovy, and Alberto Borghese. "Video-games based Neglect rehabilitation using haptics." In 2014 22nd Signal Processing and Communications Applications Conference (SIU). IEEE, 2014. http://dx.doi.org/10.1109/siu.2014.6830582.
Full textTalaei-Khoei, Amir, Pradeep Ray, and Nandan Parameshwaran. "Policy-Based Awareness: Implications in Rehabilitation Video Games." In 2011 44th Hawaii International Conference on System Sciences (HICSS 2011). IEEE, 2011. http://dx.doi.org/10.1109/hicss.2011.345.
Full textMathew, Geethu Elizebeth, and G. Malathy. "Direction based heuristic for pathfinding in video games." In 2015 2nd International Conference on Electronics and Communication Systems (ICECS). IEEE, 2015. http://dx.doi.org/10.1109/ecs.2015.7124867.
Full textDeng, Hangyu, Jia Luo, and Jinglu Hu. "Attentive Relation Network for Object based Video Games." In 2021 International Joint Conference on Neural Networks (IJCNN). IEEE, 2021. http://dx.doi.org/10.1109/ijcnn52387.2021.9533369.
Full textKang, Sin-Hwa, Andrew W. Feng, Mike Seymour, and Ari Shapiro. "Study comparing video-based characters and 3D-based characters on mobile devices for chat." In MiG '16: Motion In Games. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2994258.2994274.
Full textTsujino, Yudai, Ryosuke Yamanishi, and Yoichi Yamashita. "Characteristics Study of Dance-charts on Rhythm-based Video Games." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848126.
Full textClaypool, Mark, Daniel Farrington, and Nicholas Muesch. "Measurement-based analysis of the video characteristics of Twitch.tv." In 2015 IEEE Games Entertainment Media Conference (GEM). IEEE, 2015. http://dx.doi.org/10.1109/gem.2015.7377227.
Full textTizon, Nicolas, Christina Moreno, Mihai Cernea, and Marius Preda. "MPEG-4-based adaptive remote rendering for video games." In the 16th International Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2010425.2010433.
Full textRaffe, William L., Fabio Zambetta, and Xiaodong Li. "Evolving patch-based terrains for use in video games." In the 13th annual conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2001576.2001627.
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