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BibliographyFound 24 results Filters: author is Smith [Clear All Filters] A
The Study of Games,
, NY, John Wiley and Sons, 1971 .
B
"Temporal difference learning for heuristic search and game playing",
Information Sciences, vol. 122, no. 1, pp. 3-21, 2000 .
"A Bayesian approach to relevance in game playing",
Artificial Intelligence, vol. 97, no. 1, pp. 195-242, 1997 .
C
"Play preferences of typically developing children and children with developmental delays between ages 3 and 7 years",
OTJR Occupation, Participation and Health, vol. 28, no. 1, Division of Occupational Therapy, School of Allied Medical Professions, Ohio State University, Columbus, OH, United States, pp. 19-29, 2008 .
Abstract
F
"Violent video games and aggression: Causal relationship or byproduct of family violence and intrinsic violence motivation?",
Criminal Justice and Behavior, vol. 35, no. 3, Texas A and M International University, pp. 311-332, 2008 .
Abstract
"Videogames, Aggression, and Self-Esteem - A Survey",
Social Behavior and Personality, vol. 20, no. 1, pp. 39-45, 1992 .
Abstract
H
"Emergent stories in massively multiplayer online games: Using improvisational techniques to design for emotional impact",
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 3166, pp. 359-362, 2004 .
Abstract
J
"Tragedies of the ludic commons - understanding cooperation in multiplayer games",
Game Studies, vol. 7, no. 1, 2006 .
Irrelevant speech, verbal task performance, and focused attention: A laboratory examination of the performance dynamics of open-plan offices. (mental workload, work performance, computer use, noise),
, vol. Master's, 1999 .
M
"Middle-to-High School Girls as Game Designers – What are the Implications?",
Microsoft Academic Days on Game Development, 2007 .
Abstract
"Learning through Game Modding",
ACM Computers in Entertainment, vol. 4, issue 1, 2006.
Abstract
"Learning through Game Modding",
Games, Learning and Society (GLS), 2005 .
Abstract
S
"PickPocket: A computer billiards shark",
Artificial Intelligence, vol. 171, no. 16-17, pp. 1069-1091, 2007 .
Abstract
"Plans and Purposes: How Videogame Goals Shape Player Behaviour",
Center for Computer Games Research, vol. PhD, Copenhagen, Denmark, IT University of Copenhagen, 2006 .
Abstract
"The disruptive potential of game technologies: Lessons Learned from its Impact on the Military Simulation Industry",
Research Technology Management, vol. 50, no. 2, ARLINGTON, INDUSTRIAL RESEARCH INSTITUTE, INC, pp. 57-64, 2006 .
Abstract
Game Impact Theory: The Five Forces That Are Driving the Adoption of Game Technologies within Multiple Established Industries,
, 2006 .
Abstract
"The games economists play - Implications of economic game theory for the study of computer games",
Game Studies, vol. 6, no. 1, 2006 .
Abstract
"The problem of other players; In-game collaboration as collective action",
DiGRA 2005 Conference: Changing Views--Worlds in Play, 2005 .
Abstract
"Brandishing guns in American media: Two studies examining how often and in what context firearms appear on television and in popular video games",
Journal of Broadcasting & Electronic Media, vol. 48, no. 4, pp. 584-606, 2004 .
Abstract
"Popular video games: Quantifying the presentation of violence and its context",
Journal of Broadcasting & Electronic Media, vol. 47, no. 1, pp. 58-76, 2003 .
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