Academic literature on the topic 'World Games'

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Journal articles on the topic "World Games"

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Tseng, Fan-Chen, and Ching-I. Teng. "Online Gamers' Preferences for Online Game Charging Mechanisms." International Journal of E-Business Research 11, no. 1 (January 2015): 23–34. http://dx.doi.org/10.4018/ijebr.2015010102.

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Online games construct a virtual world where gamers can explore and experience various exciting environments. However, studies on gamer behavior rarely investigated the relationships between motivations and spending for online games. Understanding these relationships helps online game service providers manage gamers' motivations and develop better revenue models. This study investigated the relationships between one core motivation for playing online games—exploration motivation—and online gamers' willingness to spend for online games. Analytical results indicated that exploration motivation is positively related to gamer willingness to pay monthly access fees for playing online games, and is negatively related to gamer intention to buy or to bid for virtual items. The implications are discussed and suggestions to game service providers are offered.
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Casey, Derek. "The World Leisure Games." World Leisure Journal 54, no. 1 (March 2012): 91–94. http://dx.doi.org/10.1080/04419057.2012.668041.

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Grieman, Keri. "Lakitu's world: proactive and reactive regulation in video games." Interactive Entertainment Law Review 2, no. 2 (December 2019): 67–77. http://dx.doi.org/10.4337/ielr.2019.02.02.

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Regulating a population is difficult, and no easier when that population has grenade launchers. Video game publishers and developers face the unenviable challenge of balancing their game's playability with regulating the individuals within it. This is done proactively (by game design) and reactively (by punishing or rewarding player behaviour). What players encounter affects the game's age rating, but also the player's desire to continue playing. Even games focusing on violence impose taboos on unsportsmanlike behaviour, and real-world referential behaviour or attacks. Games can become known for their toxic player behaviour, rather than the gameplay itself. In examining pro and reactive regulation in online multiplayer games, such as type of communication and moderation, there appears to be a correlation between highly proactive in-game regulation and low age ratings, and highly reactive in-game regulation and high age ratings. While further study is needed, this suggests potential avenues for future regulatory efforts.
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Pampi, Mudang, and Md Asghar. "A Blur Line Between Hobby and Addiction: Online Video Gaming Among the Youth of Arunachal Pradesh." Oriental Anthropologist: A Bi-annual International Journal of the Science of Man 21, no. 1 (April 9, 2021): 116–24. http://dx.doi.org/10.1177/0972558x21994249.

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Online video games have become more popular among the youth and young adults in the past decade. These games are exceedingly addictive. The youths and young adults engage many hours of their day playing these games. This article is an attempt to understand the players’ perceptions and reasons for spending hours playing it. This article also explores the factors responsible for the growth of video games as a trending popular culture. The current study examines the impact of excessive gameplay on a gamers’ life as a whole. This study found out that graphics, gameplay, and story line of a gameplay play a vital role in the popularity of a particular game. It is the extra-realistic gaming experience that online games offer, which makes it so addictive. It is also revealed that players felt socially stigmatized for being a gamer since playing video games is not a socially accepted form of a hobby in Arunachal Pradesh unlike in some parts of the world. Basically, this article focuses on the insights of players about their experience as an insider in this gaming culture.
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Rumley, Fay E., R. Bell, and M. Cornelius. "Board Games round the World." Mathematical Gazette 73, no. 465 (October 1989): 268. http://dx.doi.org/10.2307/3618491.

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Medcalfe, Simon, and Caroliegh Frentzel. "Alltech FEI World Equestrian Games." CASE Journal 12, no. 1 (January 4, 2016): 88–103. http://dx.doi.org/10.1108/tcj-06-2014-0049.

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Synopsis This case requires students to analyze the economic impact of a sporting mega-event. Mega-events are defined as infrequent events (maybe spread over several days) that attract a large crowd of visitors. Economic impact studies are becoming ubiquitous in analyzing the impact of sporting events, universities and other businesses. Properly constructed these reports can be valuable tools for decision makers. Unfortunately, many impact studies are not constructed accurately and may mislead and misrepresent information. This case raises these issues so that students may be better placed to critically analyze the impact of mega-events. Research methodology There are a number of academic articles that have analyzed these types of events and they are referred to in this case and instructor’s manual. The academic articles are complemented by one of the author’s firsthand knowledge of the event through working at the World Equestrian Games, a third-party economic impact study and media reports. Relevant courses and levels The case would be appropriate for a variety of undergraduate courses including upper-level economics (particularly regional economics or local economic development), marketing, sport management as well as some finance courses such as public finance. Outside of business courses, it would be well suited to a course in political economy or public policy. The case could potentially be used in a graduate course in sports management or a course in local economic development (in an MBA or MPA program).
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Griffin, P. "World Transplant Games--Singapore, 1989." British Journal of Sports Medicine 24, no. 2 (June 1, 1990): 130–31. http://dx.doi.org/10.1136/bjsm.24.2.130.

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Weiss, Alfred, and Sharon Tettegah. "World of Race War." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (October 2012): 33–44. http://dx.doi.org/10.4018/jgcms.2012100103.

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Stereotypical portrayals of race are common in many modern video games. However, research on games and game environments has often overlooked race as an important consideration when evaluating games for their educational potential. This is particularly true of the educational literature on online games, which has tended to emphasize virtual game spaces as intrinsically exemplary learning environments while deemphasizing the narrative content of the games themselves. This article addresses this oversight. Through a close reading of game communications and fan-created content, the authors examined how developer-produced racial narratives influence players’ experience of the game world. The authors find that players and player communities reproduce and reinforce narrow developer-produced interpretations of race during in-game interactions as well as in player forums and virtual communities beyond the confines of the game world. Because the game environment is not conducive to players’ critical examination of race, the authors conclude that the game does not intrinsically provide a means for players to engage critically with game content. They further conclude that as educational environments these games must be situated and contextualized within the ideologies and discourses of the physical world.
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Gee, James Paul. "Stories, probes, and games." Narrative Inquiry 21, no. 2 (December 31, 2011): 353–57. http://dx.doi.org/10.1075/ni.21.2.14gee.

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This paper is a reflection on the potential of narrative video games for human sense making and perspective taking. Such games are considered in the context of storytelling and reflective action as the two core foundations of human sense making. I propose that narrative video games allow a form of player storytelling at the intersection of the game’s grand narrative and reflective action in a virtual world. I further propose that such games have the potential to create empathy for other people’s situations and perspectives in life.
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Bychkova, Olga Anatol'evna, and Aleksandra Valer'evna Nikitina. "Images of game and gamer in the space of literature and computer games." Человек и культура, no. 6 (June 2020): 69–80. http://dx.doi.org/10.25136/2409-8744.2020.6.34481.

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The subject of this research is the images of game and gamers. In the space of literary work, they are arrayed in metaphorical and often demonic raiment, receiving moral-ethical interpretation in one or another way. The problem of game and gamer in criticism was regarded by Y. Mann (“On the Concept of Game as a Literary Image”), V. V. Vinogradov (“Style of the Queen of Spades”), E. Dobin (“Ace and Queen”, A. Pushkin’s “The Queen of Spades”), R. Caillois (“Games and People”), British writer and researcher of online games R, Bartle, American scientist Nick Yee, and many others. However, juxtaposition of literature sources on the topic to the research in the field of computer games is conducted for the first time. The scientific novelty consists in the comprehensive examination of the psychological game of the gamer based on the material of Russian literature (A. S. Pushkin “The Queen of Spades”, V. V. Nabokov The Luzhin Defense”) , as well as the modern computer games practice, in which psychological type of the gamer found its realization and development in accordance with genre diversity. Even the Russian classical literature depict game as an autonomous space that encompasses the gamer, and often has devastating effect on their personality. The author also observes an important characterological trait of the gamer: the conceptual, “literal” perception of the world, which is based on the reception of visual images of the world against verbal. Therefore, the Russian literature alongside the research practice of modern videogames from different angles approach examination of the images of “game and gamer”, cognize the factors and consequences of the problems that emerge in this object field, as well as seek for their solution. The data acquired in the course of the conducted comparative analysis is mutually enriching.
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Dissertations / Theses on the topic "World Games"

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Bastin, Nina. "World games : constructing and configuring the worlds of Queneau's novels." Thesis, University of Bristol, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.324341.

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Perkins, Kyle Eric. "Lifesigns: Successful Storytelling in Open-World Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1290205847.

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Tråvén, Sandra. "Procedural world generator for platform games." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139020.

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Creating big games with a lot of content takes time. When it comes to designing levels, two time consuming tasks are creating the content for the levels and placing it in interesting ways. The placing of the content can be done procedurally and is called level generation. By using level generation, the designers need to spend less time working on the levels and if the level generation can be used at run time to create new levels it can also greatly increase the replayability of the game. This thesis is about creating a generator that places platforms and obstacles in an interesting and challenging way which can be affected by parameters that can be set by a level designer. The generator should be fast enough to be used while the game is running and the result should be reproducible. The method used has a strong focus on gameplay and the feeling of flow when playing. It generates what the player should press in the form of a rhythm for the hands. Each press represents the use of one of the character’s abilities which are then converted into appropriate placing of platforms and obstacles that would make the player use the same ability when she plays. The generator can create rooms of arbitrary size with varied difficulty. The chance of certain abilities being used and certain obstacles appearing can be controlled.
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Tran, Chris Wang Zuoming. "What's real anymore a comparison of World of Warcraft, secondlife and online experiences /." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-10976.

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Rosier, Kady N. "Of humans and avatars: how real world gender practices are brought into World of Warcraft." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39573.

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This thesis explores the idea of how people 'do gender' in their online use of avatars, specifically avatar choice. A secondary question of whether or not a chatterbot can be used as a potential interviewer will also be examined as a tool acquiring large amounts of interview data. Gender is one of the ways in which we structure our society, and is completely omnipresent. We cannot opt out of participating in our gender, as we are constantly performing and reaffirming it. Because of this, gender performance and choice spills over into all domains. This includes entertainment such as massively multiplayer online games, both in how the designers make the game, and what the players bring to the game. Deconstructing how and why people engage in these gendered practices and choices becomes an interesting avenue of research, because it allows researchers to partially separate the mental aspects of gender from physical attributes, as the players' physical bodies are not actually in the game. Through the lens of the popular massively multiplayer online game, World of Warcraft, this thesis will utilize a qualitative user research study to understand how gender affects avatar choices. Prior research identified areas where players brought real world gender norms into the games they played. This research study will extend previous research by having players identify why they made the choices they made for their avatars, and how they feel about those choices. The methodology for this study will also involve using a chatterbot as a way of gathering interviews. In normal person-to-person interview studies, recruiting and organizing meetings for these interviews can often be a difficult task. This thesis brings in the idea of using a chatterbot as a mechanism to gather more interviews in a shorter time span to alleviate the problem of getting these one-on-one interviews in some types of studies.
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Tran, Chris. "What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10976/.

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The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social interactions. This study (N = 292) examined how players of SecondLife and World of Warcraft evaluated their online relationships compared to their offline relationships and investigated how different levels of realism within different MMORPGs effected player's online experiences. The results indicated that players of SecondLife placed higher values of emotional closeness to their online relationships when compared to players of World of Warcraft and SecondLife was rated more real by its players than World of Warcraft. Results further indicated that players of SecondLife had higher levels of perceived online emotional closeness when compared to perceived offline emotional closeness. Implications of this study focus on developing a bottom up holistic profile of online game players as opposed to the current top down research model.
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Hedin, Ellen. "Through the Looking Glass into the World of Computer Games." Thesis, Halmstad University, School of Social and Health Sciences (HOS), 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-2403.

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Ma, Shang Chun. "Kaohsiung World Games as a catalyst for sustainable urban development." Thesis, Sheffield Hallam University, 2009. http://shura.shu.ac.uk/19989/.

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Over the last thirty years the staging of events such as major sporting events has become increasingly recognised as part of development strategies within cities, regions and even countries. Behind such a phenomenon is a fierce competition between potential hosts because of the belief that these can achieve economic, social, environmental, political, cultural and tourism benefits for the hosting areas. As a consequence of the proliferation of these events, there is an increasing need to assess whether such strategy is effective. In this context, impact studies are vital. Traditionally, sports mega-event studies focused on the various impacts and on specific sports megaevents such as the Olympic Games and the football World Cup. Yet comparatively little is known about the procedures prior to the event, or about other types of events such as the World Games. To address these omissions this study investigates host residents' attitudes towards potential impacts prior to the 2009 World Games. It includes the perspectives of key stakeholders, with particular attention to sustainability issues. The research is based on a conceptual framework underpinned by a mixed methods approach that integrates consumer behaviour theory and the concept of a 'Triple Bottom Line' within a sustainable development perspective. A questionnaire survey, observations and semi-structured interviews are the primary data collection methods. For the quantitative research method, purposive sampling was selected. A combination of analysis techniques was employed, including factor analysis, T-test, One-way analysis of variance, Logistic regression and Chi-square. For the qualitative research method, snowball and purposive sampling approaches were adopted, with content analysis and thematic analysis. The findings of this research, are significant. Compared with most studies - which indicate that host residents are more negative about host impacts after events - this research found that they view the staging of the Games in a positive light generally prior to the Games. This quantitative research found that: (a) host residents tended to show a certain level of agreement on potential positive impacts but were uncertain about potential negative impacts and long-term economic effects; (b) there is a high level of support for the idea of hosting 2009 World Games (91%); (c) within different groups of marital status, age, occupation and education there were significant differences inattitudes towards the negative impacts; and (d) the event organisers and government authorities were not entirely successful in communicating to host residents Kaohsiung's objective of investing in the Games as a general strategy to benefit host communities. In contrast, evaluation of the use of a conceptual framework has successfully identified emerging issues in relation to the sustainability of staging the 2009 World Games. The qualitative study indicated that compared with the economic and social issues, the event planners appeared to place more emphasis on a wider range of environmental issues. However, in practice, Kaohsiung's 2009 World Games has not promoted sustainable development more generally from the outset. The results contribute to the wider knowledge of sustainability issues in the planning process and management of a sports mega-event. They add new theoretical insights by developing and testing a conceptual framework to overcome barriers in the evaluation of a sustainable sports mega-event. Practically, the findings are important to event managers, and help provide authorities (KCG) and event organisers (KOC) baselines to facilitate effective dialogue with host residents and to grow support for the Games. The regular assessment of the Games can provide more accurate information. Future event research considering a longitudinal survey and the TBL and SD concepts could apply this framework to studies before, during and post-event.
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Bilir, Tanla E. "Real economics in virtual worlds a massively multiplayer online game case study: Runescape /." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31657.

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Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.
Committee Chair: Pearce, Celia; Committee Member: Burnett, Rebecca; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Larsson, Jonathan, and Arias Alberto Amigo. "Fun with Death and Failure : An exploration of player experiences in a decentralized open world RPG." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26378.

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Many modern single-player role-playing games offer the player a power fantasy where the experience is designed to make the players feel powerful right from the start, with enemies and challenges that scale to the player characters level and abilities. This study explores what happens with play when power fantasy is replaced with decentralization and especially how this decentralization affects the player’s experience of failure and death. To explore this, three experienced The Elder Scrolls V: Skyrim-players played the game with the modification Requiem - The Roleplaying Overhaul. After the participants had played at home for at least 8 hours they each participated in individual semi-structured interviews about their experiences. The interviews were transcribed and a grounded theory coding was performed. Finally the results were analyzed to find common themes. The study found that there was initial frustration due to expecting a power fantasy experience but once players adapted, the increased difficulty of decentralization was enjoyable as long as the player’s agency was not taken away and the world and its difficulty was logical. While the scope of the study is too small to draw generalizable conclusions it nevertheless shows that decentralized, difficult games work well for certain players. Future research is required on how to mitigate the effects of the initial obstacle.
Många moderna single-player-rollspel erbjuder spelaren en maktfantasi där denne ska känna sig kraftfull direkt från spelets start genom att spelets fiender och utmaningar är baserade på spelarkaraktärens nivå och förmågor. Den här studien utforskar vad som händer när denna maktfantasi ersätts med en värld som inte anpassar sig efter spelaren, en så kallad decentraliserad värld. Specifikt undersöks hur decentraliseringen påverkar spelarens upplevelse av misslyckande och spelardöd. För att utforska detta spelade tre spelare The Elder Scrolls V: Skyrim med modifikationen Requiem - The Roleplaying Overhaul i åtta timmar. Efter att deltagarna spelat utfördes individuella semistrukturerade intervjuer och intervjuerna transkriberades. Därefter genomfördes en grounded-theory kodning och analys för att finna gemensamma teman. Resultatet visar att det till en början uppstod frustration hos spelarna på grund av att de väntade sig en maktfantasi. Men när spelarna anpassade sin spelstil kom det fram att svårighetsgraden i en decentraliserad värld ökade underhållningsvärdet så länge spelaren kände att denne kunde påverka sin situation och att svårighetsgraden är grundad i spelvärldens logik. Emedan omfånget av studien är för liten för att dra några generella slutsatser visar den att decentraliserade spel med hög svårighetsgrad är underhållande för vissa spelare. Vidare forskning behövs på hur spelare lättare ska komma över den initiala tröskeln.
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Books on the topic "World Games"

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Games: Playground games around the world. London: A. & C. Black, 2010.

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Games around the world. Chicago, Illinois: Heinemann Library, 2015.

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Games around the world. Mankato, Minn: Capstone Press, 2011.

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The world of Warhammer: An official illustrated guide to the fantasy world. New York: Thunder's Mouth Press, 1998.

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Lankford, Mary D. Jacks around the world. New York: Morrow Junior Books, 1996.

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Jenkins, Richard. World of warriors official guide. [London]: Puffin, 2015.

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Card games around the world. New York: Dover Publications, 1994.

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ill, Holm Sharon Lane, ed. Sidewalk games around the world. Brookfield, Conn: Millbrook Press, 1997.

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Mensa, ed. World mind games and puzzles. Cambridge: Mensa, 1990.

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author, Jelley Craig, Marsh Ryan ill, Stuckey John ill, and Bolder Joe ill, eds. Inside the world of Roblox. New York, NY: HarperCollins Publishers, 2018.

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Book chapters on the topic "World Games"

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Millington, Ian. "World Interfacing." In AI for Games, 835–74. Third edition. | Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, [2019]: CRC Press, 2019. http://dx.doi.org/10.1201/9781351053303-11.

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Kurniawan, Budi. "Writing Games." In Real World .NET Applications, 187–253. Berkeley, CA: Apress, 2003. http://dx.doi.org/10.1007/978-1-4302-0761-0_3.

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Egges, Arjan. "Creating a Game World." In Building JavaScript Games, 29–43. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6539-9_3.

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Halpern, Jared. "World Building." In Developing 2D Games with Unity, 91–141. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3772-4_4.

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Shankar, Aditya Ravi. "Creating a Basic Game World." In Pro HTML5 Games, 19–38. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4711-1_2.

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Shankar, Aditya Ravi. "Creating the RTS Game World." In Pro HTML5 Games, 101–24. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4711-1_5.

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Shankar, Aditya Ravi. "Adding Entities to Our World." In Pro HTML5 Games, 125–63. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4711-1_6.

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Shankar, Aditya Ravi. "Creating a Basic Game World." In Pro HTML5 Games, 21–45. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2910-1_2.

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Shankar, Aditya Ravi. "Creating the RTS Game World." In Pro HTML5 Games, 137–65. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2910-1_6.

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Shankar, Aditya Ravi. "Adding Entities to Our World." In Pro HTML5 Games, 167–209. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2910-1_7.

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Conference papers on the topic "World Games"

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Kim, Jung-Yoon, Yoon-Seok Choi, Soonchul Jung, Jin-Sung Choi, and Won-Hyung Lee. "Immersive Virtual Undersea World." In Games and Graphics 2013. Science & Engineering Research Support soCiety, 2013. http://dx.doi.org/10.14257/astl.2013.39.02.

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Akchelov, Evgenii, and Ekaterina Galanina. "Virtual World of Video Games." In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). IEEE, 2016. http://dx.doi.org/10.1109/vs-games.2016.7590379.

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Seo, SangHyun, YoungJun Kim, and HunJoo Lee. "Multi-Modal Garden Tree Modeling For Virtual World." In Games and Graphics 2013. Science & Engineering Research Support soCiety, 2013. http://dx.doi.org/10.14257/astl.2013.39.25.

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Crowe, Malcolm, and Daniel Livingstone. "Collaborative Web-Browsing in a Virtual World." In 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.38.

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Shashkov, Mikhail M., Connie S. Nguyen, Mario Yepez, Mauricio Hess-Flores, and Kenneth I. Joy. "Semi-autonomous digitization of real-world environments." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934145.

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Kholimi, Ali Sofyan, Ahmad Hamdani, and Lailatul Husniah. "Automatic Game World Generation for Platformer Games Using Genetic Algorithm." In 2018 5th International Conference on Electrical Engineering, Computer Science and Informatics (EECSI). IEEE, 2018. http://dx.doi.org/10.1109/eecsi.2018.8752741.

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Losavio, Antonio, Svetlana Polyakova, Theresa Hayden, and Michael Losavio. "Linguistic implementations in computer game and virtual world design." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934142.

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Keeker, Kevin, Randy Pagulayan, Jonathan Sykes, and Nicole Lazzaro. "The untapped world of video games." In Extended abstracts of the 2004 conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/985921.986170.

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Nenad, Mihajlo. "Designing Game Worlds. Coherence in the Design of Open World Games through Procedural Generation Techniques." In CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3270316.3270319.

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de Freitas, S., G. Rebolledo-Mendez, F. Liarokapis, G. Magoulas, and A. Poulovassilis. "Developing an Evaluation Methodology for Immersive Learning Experiences in a Virtual World." In 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). First International Conference, VS-GAMES 2009. IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.41.

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Reports on the topic "World Games"

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Wong, Jason H., Anh B. Nguyen, and Lauren Ogren. Serious Game and Virtual World Training: Instrumentation and Assessment. Fort Belvoir, VA: Defense Technical Information Center, December 2012. http://dx.doi.org/10.21236/ada582033.

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Steele, Samara. The Gamer Who Destroyed the World and Other Stories from my Life. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.2019.

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Griffin, John, David Nickerson, and Abigail Wozniak. Racial Differences in Inequality Aversion: Evidence from Real World Respondents in the Ultimatum Game. Cambridge, MA: National Bureau of Economic Research, May 2011. http://dx.doi.org/10.3386/w17097.

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Zurcher, N. Using a coordinate measuring machine to calibrate step gages at world class levels of uncertainty. Office of Scientific and Technical Information (OSTI), August 1996. http://dx.doi.org/10.2172/437769.

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Frank, J. R. The difference between teamwork and compliance: The application of game theory to real-world research teams. Office of Scientific and Technical Information (OSTI), April 1994. http://dx.doi.org/10.2172/211602.

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Cushman, R. M., and F. W. Stoss. Carbon Dioxide Information Analysis Center and World Data Center-A for atmospheric trace gases: FY 1993 activities. Office of Scientific and Technical Information (OSTI), January 1994. http://dx.doi.org/10.2172/10140225.

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Cushman, Robert Michael, Thomas A. Boden, Leslie A. Hook, Sonja B. Jones, Dale Patrick Kaiser, Alexander Kozyr, Tommy R. Nelson, and Carolyn R. Householder. Carbon Dioxide Information Analysis Center and World Data Center for Atmospheric Trace Gases Fiscal Year 2000 Annual Report. Office of Scientific and Technical Information (OSTI), August 2001. http://dx.doi.org/10.2172/789425.

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Cushman, Robert Michael, Thomas A. Boden, Leslie A. Hook, Sonja B. Jones, Dale Patrick Kaiser, Alexander Kozyr, Tommy R. Nelson, and Carolyn R. Householder. Carbon Dioxide Information Analysis Center and World Data Center for Atmospheric Trace Gases, Fiscal Year 2002 Annual Report. Office of Scientific and Technical Information (OSTI), July 2003. http://dx.doi.org/10.2172/885702.

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Burtis, M. D., R. M. Cushman, T. A. Boden, S. B. Jones, D. P. Kaiser, and T. R. Nelson. Carbon Dioxide Analysis Center and World Data Center-A for Atmospheric Trace Gases fiscal year 1997 annual report. Office of Scientific and Technical Information (OSTI), March 1998. http://dx.doi.org/10.2172/638178.

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Cushman, R. M., T. A. Boden, L. A. Hook, S. B. Jones, D. P. Kaiser, and T. R. Nelson. Fiscal Year 1998 Annual Report, Carbon Dioxide Information Analysis Center, World Data Center -- A for Atmospheric Trace Gases. Office of Scientific and Technical Information (OSTI), March 1999. http://dx.doi.org/10.2172/6661.

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