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  1. Major international games industry events like gamescom and regional platforms attract thousands of gaming profes-sionals each year, making Germany a focal point for the Euro …

  2. Dieses Kapitel bietet einen Überblick über bestehende Ansätze der Präventionsarbeit mit Gaming-Bezug, wie beispielsweise die Entwicklung eigener Video-spiele mit …

  3. Originally within the Children as the Actors of Game Cultures research project, our aim was to better understand why particularly young people enjoy playing games, while also asking their …

  4. Cloud gaming is a type of online gaming that aims to address this issue. Instead of rendering a game locally, frames are rendered on the server side and transmitted to a client device. The …

  5. Conclusion Our first approach of building an EEG-based gaming controller allows to generate first datasets and to perform online data processing and ML inference on a workstation. In future, …

  6. Der E-Sports- und Gaming-Markt ist jedoch sehr dynamisch und entwickelt sich noch immer rasant. Vor diesem Hintergrund wurde die vorliegende vierte Welle, wie auch schon im …

  7. Elmezeny, A. (2016): The cost of a second life: An Ethnographic Look at Free-to-Play Gaming. European Communication Research and Education Association PhD Pre-conference, Prague, …