Results 51 to 60 of about 96,586 (217)

Penerapan Finite State Machine Dalam Inteaksi Dialog Dalam Novel Game Forest Life

open access: yesComputer Science, 2022
Kehidupan manusia yang semakin kompleks di era penuh teknologi saat ini, kerap kali membuat manusia merasa lelah dan penat dalam beraktifitas. Tentu saja kehadiran teknologi ini juga memberikan jawaban dengan mengadirkan ragam hiburan yang semakin ...
Mustofa Mustofa   +4 more
doaj   +1 more source

The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents [PDF]

open access: yes, 2014
Aims. The current study explored the nature of problematic (addictive) video gaming and the association with game type, psychosocial health, and substance use. Methods. Data were collected using a paper and pencil survey in the classroom setting.
Schoenmakers, T.M.   +25 more
core   +1 more source

Dynamic Difficulty Adjustment Berbasis Logika Fuzzy Untuk Procedural Content Generation Pada Permainan Roguelike

open access: yesTeknika, 2022
Perkembangan industri video game sangatlah pesat hingga ada banyak sekali orang yang memainkan video game. Setiap orang memiliki tingkat keterampilan yang berbeda dan memiliki kurva belajar yang unik untuk setiap video game yang mereka mainkan ...
David Saputra Octadianto Soedargo   +1 more
doaj   +1 more source

Vertical Integration, Exclusivity and Game Sales Performance in the U.S. Video Game Industry [PDF]

open access: yes
This paper empirically investigates the relation between vertical integration and video game performance in the U.S. video game industry. For this purpose, we use a widely used data set from NPD on video game montly sales from October 2000 to October ...
Warzynski, Frédéric, Gil, Ricard
core   +1 more source

Exploring Self-Regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design

open access: yesFrontiers in Psychology, 2016
This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne’s model of self-regulation (Winne, 2001) guided the study.
Meryem YILMAZ SOYLU   +2 more
doaj   +1 more source

Towards a typology of video game trailers: Between the ludic and the cinematic

open access: yesG|A|M|E The Italian Journal of Game Studies, 2015
This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game ...
Jan Švelch
doaj  

Video Games and the Training of Sociality: A Survey of Video Game Players

open access: yesDiGRA Digital Library, 2007
In the academic research field, attempts to use video games to enhance diverse characteristics of sociality have just started. Therefore it is expected that consumer games would also enhance the sociality. The purpose of this study is to investigate whether any features or devices, which enhance sociality, are included in the commercially circulated ...
Yumi Matsuo   +3 more
openaire   +3 more sources

It’s Double Edged: The Positive and Negative Relationships Between the Development of Moral Reasoning and Video Game Play Among Adolescents

open access: yesFrontiers in Psychology, 2019
Due to the concerns over the effects of video game play, this study investigated adolescents’ moral development and their video game play. 166 adolescents aged 11–18 years (M = 13.08, SD = 1.91) attending an English school completed an online survey ...
Sarah E. Hodge   +2 more
doaj   +1 more source

Is it only a game? Video games and violence [PDF]

open access: yesJournal of Economic Behavior & Organization, 2019
Popular media often links violent video games to real-life violence, although there is limited evidence to support this link. I analyze how adolescent boys’ violent behavior is affected by the releases of new violent video games in the U.S. Variation in children’s exposure to the releases comes from variation in video game release and interview dates ...
openaire   +3 more sources

Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults

open access: yesFrontiers in Psychology, 2018
The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults.
Ann-Christin S. Kimmig   +5 more
doaj   +1 more source

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