[图书][B] Global games: Production, circulation and policy in the networked era

A Kerr - 2017 - taylorfrancis.com
In the last decade our mobile phones have been infiltrated by angry birds, our computers by
leagues of legends and our social networks by pleas for help down on the farm. As digital …

[HTML][HTML] Digital game elements, user experience and learning: A conceptual framework

A Alexiou, MC Schippers - Education and Information Technologies, 2018 - Springer
The primary aim of this paper is to identify and theoretically validate the relationships
between core game design elements and mechanics, user motivation and engagement and …

[HTML][HTML] Virtual reality applications market analysis—on the example of steam digital platform

K Stecuła - Informatics, 2022 - mdpi.com
This paper presents research on the topic of virtual reality (VR) applications. It conducts a
quantitative analysis of virtual reality applications available in the international market using …

The eSports ecosystem: Stakeholders and trends in a new show business

JA Carrillo Vera… - Catalan Journal of …, 2019 - intellectdiscover.com
The competitive practice of videogames, known as electronic sports, has changed the
traditional entertainment consumption scenario associated with games, creating a new kind …

Understanding the role of competition in video gameplay satisfaction

S Sepehr, M Head - Information & Management, 2018 - Elsevier
One of the key elements in many video games is competition. Based on Self-Determination
and Flow theories, this paper explores the process through which competition makes a …

Epic, Steam, and the role of skin-betting in game (platform) economies

AM Thorhauge, RKL Nielsen - Journal of Consumer Culture, 2021 - journals.sagepub.com
In this article, we discuss how and why virtual items known as “skins” travel beyond games
and into wider online ecosystems where they become tokens in gambling games. We argue …

[PDF][PDF] Akıllı telefonların gençlerin gündelik hayatlarına etkisi: Türkiye'de üniversite gençliği örneği

A Sağır, H Eraslan - OPUS International Journal of Society …, 2019 - dergipark.org.tr
Küreselleşmeyle birlikte iç içe giren sosyal yapılar, insanların tutumlardan kültürel
pratiklerine kadar birçok alanda dikkat çeken noktalarla kendilerini yeniden üretmektedir …

Windows of opportunity, capability and catch-up: the Chinese game industry

JY Kim, SH Kang - Journal of Contemporary Asia, 2021 - Taylor & Francis
This study examines the catch-up experiences of the Chinese game industry from a neo-
Schumpeterian perspective. It determines that Chinese indigenous firms succeeded in catch …

Artificial Intelligence (AI)-Based Self-Deciding Character Development Application in Two-Dimensional Video Games

AY Ayas, H Aydın, A Çetinkaya… - Bilgi ve İletişim …, 2023 - dergipark.org.tr
Artificial Intelligence (AI) technologies, which have started to be used in almost all areas of
life, are now also used in games. Especially for bot systems that play the game automatically …

Introduction: American Game Studies

P Jagoda, J Malkowski - American Literature, 2022 - read.dukeupress.edu
In 2017, the American game designer Momo Pixel released the single-player, browser-
based game Hair Nah. In this game, you play as Aeva, a Black woman taking trips to …