This paper also has an explanation of how knowledge of the literature on strategy affects one's experience of the perception of the play.
This explorative research will answer the question of whether a large budget and number of developers contribute to the quality of a game and its reception by the public and identify the key concerns of [...]
Such considerations invoke the idea of the relevance of spendings for the quality of the product as well as market reaction.
Thus, because the mentioned controversy is related to the alleged impact of video games on aggression and violence in schools, it is possible to assess whether video games are indeed associated with increased levels of [...]
In the article, the author draws on his experience as an avid video game player to investigate the element of violence in the games.
The article is authored by Carey Benedict, and it focuses on the impacts of violent games on the behaviors of their players.
The article "The Four Lenses of Game Making" highlights the challenges related to the classification of games. Additionally, one should mention that the understanding of this topic can be important for IT companies that design [...]
E-sports or cybersports are the new terms that can sound odd to the men in the street but are well-known in the environment of video gamers.
As such, children learn a very important aspect of judging how far or how close they are to their goals as determined by the feedback they get. Simply by learning how to perform a task [...]
The objective of the game is for the King to reach the last end zone, which will be referred to as the Castle Walls.
We were interested in understanding the patterns of social activities among students and employed people as well as their patterns of behavior when playing video games.
It is necessary to make adolescent gamers aware of the negative effects of video games on their psychological well-being and social life.
In this case, Arkes and Blumer found that "the larger sunk cost of the Michigan trip is influencing many subjects' choice".
The opportunities for memory development and the further enhancement of the relevant skills acquisition must be regarded as the key characteristic that makes video games a legitimate sport.
The lack of physical exertion in video games denies them the opportunity to be considered a sport. Video games should not be considered a sport because they neither involve physical exertion nor the application of [...]
The topic of the present study is the effect of video games playing on a person's visuospatial attention performance, that is, the response time and accuracy in video game latency.
The author has used diverse strategies to gain the trust and readership of the audience. Conversely, the author warns that gaming is dangerous.
The purpose of this study is to examine and analyze the nature of user's addiction to Second Life game in terms of cultural, social, and psychological aspects.
In order to achieve a greater understanding of MMORPGs as social-cognitive phenomena, it is important to analyze the factors of their functioning and development that commenced with the attempts to transfer physical-reality role games to [...]
Additionally, the game is global, and the players in the game are divided by countries, which presents an opportunity to study the group game strategies of different nationalities.
Though, development of digital technologies and computers helps to renew interest to this kind of games and there is a great number of admirers of strategies in the modern world.
While it may seem silly, the basis of the popularity of both Temple Run and Subway Surfer are the points that you accumulate, which you can show to your friends or through the game leader [...]
The main point of the article is that expertise development of a gamer depends on his or her successful use of social skills which helps to get access to the groups of skilled players and [...]
The paper will compare the findings of the author with the findings from other scholars to support the view that games act as a medium for communication between the stakeholders involved.
Exploratory research on the attitudes and level of awareness of Ghanaian consumers will show the general condition of the service in the country.
A number of analysts assert that the bowling industry is suffering from this continued decline owing to the lack of revolutionary technological breakthroughs in the industry.
A pot refers to a stack of eleven cards each that is placed beside the mount. The rule in Buraco is that each team is assigned a pot for use during the duration of the [...]
Noire as the coming of age of video game graphic technology, we still must not forget that it is still first and foremost a game.
There is no reason to avoid gaming if you are using any of the many educational games that are available online.
Video and computer games emerged around the same time as role playing games during the 1970s, and there has always been a certain overlap between video and computer games and larger fantasy and sci-fi communities.