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Entertainment/Games

Simulation games that integrate research, entertainment, and learning around ecosystem services

Simulation games that integrate research, entertainment, and learning around ecosystem services

... from games may help answer both basic and complex research questions, while at the same time entertaining and educating game ...and entertainment outcomes within a gaming envir- onment, focusing on and ...

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Player conceptualizations of creativity in digital entertainment games

Player conceptualizations of creativity in digital entertainment games

... digital entertainment games from the perspective of the ...digital entertainment games? Data from 24 semi-structured interviews and 14 narrative surveys with regular players of various genres ...

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... ‘surveillance games’ that seems to call for further analysis: games that use data processing technologies to provide or enhance entertainment, thereby appropriating surveillance devices for their own ...

6

ENSEMBLE SELECTION AND OPTIMIZATION BASED ON SOFT SET THEORY FOR CUSTOMER CHURN 
CLASSIFICATION

ENSEMBLE SELECTION AND OPTIMIZATION BASED ON SOFT SET THEORY FOR CUSTOMER CHURN CLASSIFICATION

... In this direction, our survey provides a decision support dedicated to designers and experts, in order to follow the adequate design methodology of their game achievement. Our classification deals with several serious ...

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“Entertainment for Retirement?”: Silvergamers and the Internet

“Entertainment for Retirement?”: Silvergamers and the Internet

... casual games could easier fulfill the elderly players’ needs in media usage, information, entertainment, or curiosity than complex, competition oriented ...

10

Playbour, farming and labour

Playbour, farming and labour

... ‘fun’, games and playfulness in the workplace as a means of improving productivity and worker ...of entertainment industry ...contemporary games’ to ‘grind’ and ‘farm’ virtual gold that is then sold ...

12

Screen Violence and Youth Behavior

Screen Violence and Youth Behavior

... screen entertainment media (ie, television, film, video games, and the Internet), defined as depictions of characters (or players) trying to physically harm other characters (or players), is ...Video ...

8

The digital entertainment industries and beyond

The digital entertainment industries and beyond

... issues, games and VFX workers have traditionally occupied a relatively advantageous structural position so that associational power was largely ...in games firms after the financial crisis, which led to a ...

23

Human resources and artist management

Human resources and artist management

... the entertainment industries does not have a good record of employing the widest spectrum of people, nor of representing a variety of people of different genders and backgrounds through its many ...the ...

20

Hedging against disaster: Risk and mitigation in the media and entertainment industries

Hedging against disaster: Risk and mitigation in the media and entertainment industries

... video games, TV series, mobile applications, animation, music, books, and theme park ...major entertainment brands and print their logos and characters on clothes and ...

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Serious games and gamification for mental health: current status and promising directions

Serious games and gamification for mental health: current status and promising directions

... computer games for therapeutic change using mechanisms that are not traditionally salient in psychological therapies, such as in the example of Tetris for ...of entertainment games is worthy of ...

7

The Major Symptoms that Determine Video Game          Addiction Case Study: Jordanian Universities
          Students

The Major Symptoms that Determine Video Game Addiction Case Study: Jordanian Universities Students

... Abstract--Video games playing is the most popular source of entertainment for people in all ages, but excess playing in this games causes negative consequences represented by video games ...

5

Analysing the Required Properties of Business Simulation Games to Be Used in E Learning and Education

Analysing the Required Properties of Business Simulation Games to Be Used in E Learning and Education

... computer games are part of the new emerging education environment that is based on sophisticated technology with elements of ...than entertainment”. It is worth nothing that Huizinga [2] defined ...

9

The work of games

The work of games

... to games would complicate statements such as ‘virtual play … makes becoming a neoliberal subject fun’ ...playing games, but this is far from the same thing as becoming a neoliberal subject, and it is worth ...

5

Entertainment Subsystem For Pin-It Social Network

Entertainment Subsystem For Pin-It Social Network

... Taking YouTube as referance, the website only has sharing information and taking advantage on the popularity of videos of the content it self while not taking the advantage of the geo-tag capability. So, Pin-It ...

24

Strong equilibrium in games with common and complementary local utilities

Strong equilibrium in games with common and complementary local utilities

... the games for which the main results of Kukushkin (2007) hold are naturally partitioned into two classes: “generalized congestion games” and “games with structured ...allow games combining ...

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Virtual Reality Concept for entertainment

Virtual Reality Concept for entertainment

... Abstract — This project is to provide entertainment which is one of the extensions to the virtual reality concepts among many.This android game for Android mobile device platforms is to function as a motion gaming ...

5

Snow Crash: Concept and Prop Design for the Entertainment Industry

Snow Crash: Concept and Prop Design for the Entertainment Industry

... technological state this quote perhaps says it best. Neal Stephenson’s Snow Crash stands on the cusp of science fiction and science fact. Technologies and the world described in the book are templates by which modern ...

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The role of the nation-state:
Evolution of STAR TV in China and India

The role of the nation-state: Evolution of STAR TV in China and India

... In July 1995, News Corp. bought out the remaining stake of STAR TV from Hutch Vision for $346.6 million (“Murdoch buys rest of STAR TV,” 1995). From then on, Murdoch gained full control of STAR TV and saw his empire’s ...

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What Sticks with Whom? Twitter Follower-Followee Networks and News Classification

What Sticks with Whom? Twitter Follower-Followee Networks and News Classification

... in Games, Celebrity and Sports indicates that users comment- ing on these topics are more likely to message other users that are not part of their personal ...result, Games hashtags and keywords have less ...

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