Academic literature on the topic '1943 (Video game)'
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Journal articles on the topic "1943 (Video game)"
Messias, Erick, Juan Castro, Anil Saini, Manzoor Usman, and Dale Peeples. "Sadness, Suicide, and Their Association with Video Game and Internet Overuse among Teens: Results from the Youth Risk Behavior Survey 2007 and 2009." Suicide and Life-Threatening Behavior 41, no. 3 (April 4, 2011): 307–15. http://dx.doi.org/10.1111/j.1943-278x.2011.00030.x.
Full textScheiding, Ryan. "“The Father of Survival Horror”: Shinji Mikami, Procedural Rhetoric, and the Collective/Cultural Memory of the Atomic Bombs." Loading 12, no. 20 (November 20, 2019): 1–14. http://dx.doi.org/10.7202/1065894ar.
Full textWuts, Jasper, Oscar Person, Erik Jan Hultink, and Maarten Brands. "Next-Level Branding: Digital Brand Fit in Video-Game Design." Design Management Review 23, no. 1 (February 14, 2012): 74–82. http://dx.doi.org/10.1111/j.1948-7169.2012.00173.x.
Full textdeHaan, Jonathan William. "Acquisition of Japanese as a Foreign Language Through a Baseball Video Game." Foreign Language Annals 38, no. 2 (May 2005): 278–82. http://dx.doi.org/10.1111/j.1944-9720.2005.tb02492.x.
Full textBrazelton, G. Blue. "Media Review: Violent Video Games With School Violence Themes: Higher Education's Response." Journal of Student Affairs Research and Practice 48, no. 4 (October 2011): 523–26. http://dx.doi.org/10.2202/1949-6605.6450.
Full textGreitemeyer, Tobias, and Christopher Cox. "There's no “I” in team: Effects of cooperative video games on cooperative behavior." European Journal of Social Psychology 43, no. 3 (April 2013): 224–28. http://dx.doi.org/10.1002/ejsp.1940.
Full textKharisma, Bintang Ulya. "Praktik Money Game Skema Ponzi pada TikTok Cash." Syntax Literate ; Jurnal Ilmiah Indonesia 6, no. 5 (May 21, 2021): 2111. http://dx.doi.org/10.36418/syntax-literate.v6i5.2731.
Full textBarnes, Trevor J. "Games of Empire: Global Capitalism and Video Games - By Nick Dyer-Witheford and Greig de Peuter." Economic Geography 86, no. 4 (October 2010): 461–63. http://dx.doi.org/10.1111/j.1944-8287.2010.01089.x.
Full textChoi, Eunhye, Suk-Ho Shin, Jeh-Kwang Ryu, Kyu-In Jung, Yerin Hyun, Jiyea Kim, and Min-Hyeon Park. "Association of Extensive Video Gaming and Cognitive Function Changes in Brain-Imaging Studies of Pro Gamers and Individuals With Gaming Disorder: Systematic Literature Review." JMIR Serious Games 9, no. 3 (July 9, 2021): e25793. http://dx.doi.org/10.2196/25793.
Full textGoggin, Joyce. "Transmedia Storyworlds, Literary Theory, Games." M/C Journal 21, no. 1 (March 14, 2018). http://dx.doi.org/10.5204/mcj.1373.
Full textDissertations / Theses on the topic "1943 (Video game)"
Zachariáš, Michal. "Vývoj "Indie Game"." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-235517.
Full textBaker, Michelle Mary. "Policing Publications: Sites of Censorship Classification Enforcement in New Zealand." Thesis, University of Canterbury. Sociology and Anthropology, 2006. http://hdl.handle.net/10092/916.
Full textMedà, Calvet Ignasi. "Desarrollo, difusión e impacto social y cultural de los videojuegos de 8 bits en España (1983-1992)." Doctoral thesis, Universitat Autònoma de Barcelona, 2018. http://hdl.handle.net/10803/463027.
Full textThis thesis contributes a multifaceted and exhaustive historical account of the emergence and subsequent diffusion and circulation of 8-bit video games in Spain between 1983 and 1992, a period known, in this sense, as the “Golden Age of Spanish software”. In doing so, it problematizes the claims that have hitherto sustained a flat and one-dimensional view of this period, a perspective built essentially around the experiences of the first companies and programmers of the sector who designed and commercialized the first computer games. By focusing on probing people’s uses and practices with and around technology in their different everyday contexts, this thesis shows that a larger diversity of actors, processes and spaces than those usually pointed out were actually involved in the development of the video games sector in Spain. Such development of this industrial and technological sector concurred, in that particular context and period, with key processes of negotiation concerning the implementation, diffusion and control of computing technology in a wide range of contexts: the public administration, universities, schools, hospitals, factories, laboratories, offices and also households. The public debates around the so-called IT Revolution that was also taking place in other countries encouraged the State’s will to take a leading role these processes under the pretext of considering widespread computerization as the only way to modernize the country. In this way, computing and electronic technologies were deemed as one of the key elements to achieve the economic development of the country, even more with regards to its then impending entry in the European Economic Community in 1986. At the same time, the State pondered the need to carry out actions and initiatives aimed at familiarizing citizens with computing and the use of the first home computers as educational and work tools. In those years, it was typically publicized that the country’s computerization would lead to a radical transformation of the productive and work sectors; therefore, the public administration stressed the need for people to acquire the new skills linked to the computing sector in order to have the chance to land a steady job in the future. In this respect, the public sector considered Spanish people as a mass society of individuals ignorant of the computing field and thus in need of instruction allowing them to usefully operate computers. However, this thesis also reveals an initially unexpected active agency on the part of the first computing users and enthusiasts. Given the access and the possibility to tinker and experiment what could be done with the first computers, these users started circulating certain kinds of knowledge and practices that did not match the “serious” usages at first associated with computing. As a result, the use of computers as entertainment technologies fostered alternative consumption practices related to the computing sector that in the end permeated society at large.
Kocurek, Carly Ann. "Masculinity at the video game arcade : 1972-1983." 2012. http://hdl.handle.net/2152/22133.
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Land, Bonnie. "Motivations and social conventions of online video game play among young adult males." 2015. http://hdl.handle.net/1993/30347.
Full textBooks on the topic "1943 (Video game)"
Tom, Badgett, ed. Ultimate unauthorized Nintendo game strategies: Winning Strategies for 100 Top Games. New York: Bantam Books, 1989.
Find full textInc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Redmond, USA: Microsoft Pr, 1991.
Find full textJustice, United States Congress Senate Committee on the Judiciary Subcommittee on Juvenile. Rating video games: A parent's guide to games : joint hearings before the Subcommittee on Juvenile Justice of the Committee on the Judiciary and the Subcommittee on Regulation and Government Information of the Committee on Governmental Affairs, United States Senate, One Hundred Third Congress, first session ... December 9, 1993, March 4, and July 29, 1994. Washington: U.S. G.P.O., 1995.
Find full textRich, Hunsinger, ed. Call of duty.: Official strategy guide. Indianapolis, IN: Brady Games, 2008.
Find full text1960-, Fontaine George R., ed. The Official Lucasfilm Games Air Combat Strategies Book. Rocklin, CA: Prima Publishing, 1992.
Find full textLittle, John R. Bruce Lee: A warrior's journey. Chicago: Contemporary Books, 2001.
Find full textBook chapters on the topic "1943 (Video game)"
Bittanti, Matteo. "The Technoludic Film:Images of Video Games in Movies (1973–2001)." In Entertainment Computing, 307–12. Boston, MA: Springer US, 2003. http://dx.doi.org/10.1007/978-0-387-35660-0_37.
Full textChin, K., M. Ohi, M. Fukui, H. Kita, T. Tsuboi, N. Ostuka, H. Hirata, T. Noguchi, M. Mishima, and K. Kuno. "Intellectual Work Using a Video Game Inhibits Post Hyperventilation Hyperpnoea Following Voluntary Hyperventilation While it Stimulates Breathing At Rest." In Advances in Experimental Medicine and Biology, 81–84. Boston, MA: Springer US, 1995. http://dx.doi.org/10.1007/978-1-4615-1933-1_17.
Full text"1983." In The Golden Age of Video Games, 70–78. A K Peters/CRC Press, 2011. http://dx.doi.org/10.1201/b10818-12.
Full textHyatt, Kim J., Jessica L. Barron, and Michaela A. Noakes. "Video Gaming for STEM Education." In Cases on E-Learning Management, 103–17. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-1933-3.ch005.
Full textMoulthrop, Stuart. "Coelacanth History: Uncle Buddy’s Phantom Funhouse and the Cybertext of Things." In Traversals. The MIT Press, 2017. http://dx.doi.org/10.7551/mitpress/9780262035972.003.0004.
Full textStevenson, Randall. "‘Time is Over’: Postmodern Times." In Reading the Times, 160–219. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474401555.003.0006.
Full textRoibás, Anxo Cereijo. "WAP Applications in Ubiquitous Scenarios of Work." In Encyclopedia of Human Computer Interaction, 699–705. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch105.
Full textMagoulas, George D. "Web-Based Instructional Systems." In Encyclopedia of Human Computer Interaction, 729–38. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch109.
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