Results 101 to 110 of about 96,586 (217)
The article presents the philosophical foundations for understanding human-machine interactions in video game reception. A popular form of entertainment – video games are considered in the context of the so-called «nonhuman turn», within the framework of
A. A. Denikin
doaj +1 more source
When Video Games Tell Stories: A Model of Video Game Narrative Architectures
In the present study a model is proposed offering a comprehensive categorization of video game narrative structures intended as the methods and techniques used by game designers and allowed by the medium to deliver the story content throughout the ...
Marcello Arnaldo Picucci
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Exploring Group Behavior in a Power-to-Take Video Experiment [PDF]
This paper experimentally explores group decision-making in a two-player power-to-take game. Discussions preceding group decisions are video taped and analyzed. Each subject first earns an income in an individual effort task preceding the game.
Ronald Bosman +2 more
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Market Leadership Through Technology - Backward Compatibility in the U.S. Handheld Video Game Industry [PDF]
The introduction of a new product generation forces incumbents in network industries to rebuild their installed base to maintain an advantage over potential entrants.
Jörg Claussen +2 more
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This study reports on how usability principles can be implemented into a game development framework for the ingame user interface and head-up display.
Fricker, Helen
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Network governance work: evidence from the video game industry [PDF]
Many call for research invites for further investigation of the underlying processes, practices and specificities of governance in the network context. Through an examination of what governance involves and how does it occur in a French cluster of video ...
Chahira Mehouachi, Véronique Perret
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Understanding the effects of violent video games on violent crime [PDF]
Psychological studies invariably find a positive relationship between violent video game play and aggression. However, these studies cannot account for either aggressive effects of alternative activities video game playing substitutes for or the possible
Engelstätter, Benjamin +2 more
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Identification in video games : Identifying with video game characters
In this thesis, a framework was developed in order to analyze popular game characters and to find common grounds for their identifiability factors. A survey was also carried out in an effort to gain more data about game characters and identification. Gameplayer's own definitions of identification together with previous papers about identification were ...
openaire +1 more source
Educational use of handheld game consoles – PSP and NDS in Thai colleges
Today’s students are fascinated by computer and console video games. Computer game-based learning has gained increasing acceptance and has been applied as an option to classroom lecturing.
Wong, K.W. +3 more
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A Metasynthesis on Perceptions of Sexism Among Video Game Players and the Video Game Industry. [PDF]
Denia Mondéjar J +2 more
europepmc +1 more source

