Video game culture

Results: 566



#Item
181Avatar / Internet culture / Video game culture / Facial recognition system / Gabor filter / Gesture recognition / Film / Virtual reality / Face recognition

Proceedings, ACM Multimedia 98, Bristol, England, Sept. 1998, pp[removed]See also: http://www.mic.atr.co.jp/~mlyons Avatar Creation using Automatic Face Recognition Michael Lyons, Andre Plante , Sebastien Jehan, Seiki

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Source URL: www.kasrl.org

Language: English - Date: 2006-08-28 20:01:33
182Virtual economy / Digital media / Avatar / Video game culture / Virtual world / Nonverbal communication / Virtual community / Second Life / There / Virtual reality / Internet culture / Computing

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Source URL: vhil.stanford.edu

Language: English - Date: 2010-11-22 17:39:46
183Human behavior / Game design / Rules of Play / Magic Circle / Liminality / Mobile game / Play / Gameplay / Game / Video game culture / Behavior / Leisure

The Liminal Magic Circle: Boundaries, Frames, and Participation in Pervasive Mobile Games Alison Harvey Concordia University While the emphasis in traditional game theory has been on the rule formations and zone demarcat

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Source URL: wi.hexagram.ca

Language: English - Date: 2006-09-15 02:19:04
184Video game culture / Flow control / Latency / TCP/IP / Broadband / Network performance / Low latency / Bufferbloat / Lag / Computing / Concurrent computing / Electronics

The Internet at the Speed of Light Ankit Singla† , Balakrishnan Chandrasekaran] , P. Brighten Godfrey† , Bruce Maggs]∗ † University of Illinois at Urbana–Champaign, ] Duke University, ∗ Akamai † {singla2, p

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Source URL: speedier.net

Language: English - Date: 2014-10-20 22:45:02
185Computing / Internet culture / Virtual economy / Windows games / Avatar / Video game culture / Second Life / Virtual world / There / Film / Digital media / Virtual reality

The ‘out-of-avatar experience’: objectfocused collaboration in Second Life Greg Wadley 1 and Nicolas Ducheneaut 2 1 The University of Melbourne, Australia 2 Palo Alto Research Center, U.S.A. 1

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Source URL: people.eng.unimelb.edu.au

Language: English - Date: 2009-05-29 11:51:50
186Information technology / Digital media / Internet café / Development / Digital technology / Internet / Information and communication technologies for development / Online game / Video game culture / Technology / Virtual reality / Communication

Paper[removed]Computer Games in the Developing World: The Value of Non-Instrumental Engagement with

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Source URL: dub.washington.edu

Language: English - Date: 2010-01-30 19:03:55
187Software / Internet culture / Virtual world / Virtual communities / Video game culture / There / Second Life / Avatar / Virtual world language learning / Virtual reality / Virtual economy / Computing

Executiveaction series No. 242 July 2007 Crafting a Strategy for Virtual Worlds: Eight Questions to Ask

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Source URL: www.citi.columbia.edu

Language: English - Date: 2007-09-18 11:32:59
188Social software / Video game genres / Digital media / Gamer / Gaming / Software / Casual game / Massively multiplayer online game / Electronic Arts / Video game development / Video game culture / Video game publishers

Mid-core gaming. Defining, sizing and seizing the opportunity. Market estimated at more than $2bn in US and EU. Double digit growth potential fueled by multiple trends. Mid-core gaming is a market segment that is attract

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Source URL: www.newzoo.com

Language: English - Date: 2015-01-28 05:14:25
189Video game development / Leisure / Video game / Gamer / Women and video games / Electronic Arts / Nintendo DS / Video game controversies / Video game culture / Gaming / Entertainment

National research prepared by Bond University for the Interactive Games & Entertainment Association © Interactive Games & Entertainment Association 2012 Suite 145 National Innovation Centre Australian Technology Park,

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Source URL: igea.wpengine.com

Language: English - Date: 2014-03-07 00:22:22
190Video game culture / Market segmentation / Video game industry / Electronic Arts / Handheld game console / Marketing / Entertainment / Video game development / Gamer / Gaming

-PRESS RELEASE- Newzoo Launches Alternative Games Market Segmentation New Model Takes Consumers And Their Four Typical Screens As Starting Point 22% of 153 Million American Gamers Play On All Four Screens AMSTERDAM, 30

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Source URL: www.newzoo.com

Language: English - Date: 2015-01-28 05:18:29
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