Journal articles on the topic 'A game'
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Yüce, Arif, Ümit Can Büyükakgül, and Hakan Katırcı. "Game in the Game: Examining In-App Advertising in Mobile Sports Games." PODIUM Sport, Leisure and Tourism Review 8, no. 1 (2019): 34–44. http://dx.doi.org/10.5585/podium.v8i1.319.
Full textTseng, Fan-Chen, and Ching-I. Teng. "Online Gamers' Preferences for Online Game Charging Mechanisms." International Journal of E-Business Research 11, no. 1 (2015): 23–34. http://dx.doi.org/10.4018/ijebr.2015010102.
Full textCampagna, Federico. "Games | Game Design | Game Studies: An Introduction." Design Issues 34, no. 2 (2018): 83–84. http://dx.doi.org/10.1162/desi_r_00488.
Full textKristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.
Full textTeng, Ching-I., Shih-Ping Jeng, Henry Ker-Chang Chang, and Soushan Wu. "Who Plays Games Online?" International Journal of E-Business Research 8, no. 4 (2012): 1–14. http://dx.doi.org/10.4018/jebr.2012100101.
Full textBychkova, Olga Anatol'evna, and Aleksandra Valer'evna Nikitina. "Images of game and gamer in the space of literature and computer games." Человек и культура, no. 6 (June 2020): 69–80. http://dx.doi.org/10.25136/2409-8744.2020.6.34481.
Full textTan, Wee Hoe. "Game Coaching System Design and Development." International Journal of Game-Based Learning 3, no. 2 (2013): 77–90. http://dx.doi.org/10.4018/ijgbl.2013040105.
Full textKuswantoro, RB Hendri. "Minat Memainkan Game Edukasi Berbasis Smartphone (Studi Kasus Pada Minat Komunitas Gamer Semarang Memainkan Game Bubble Zoo Collect )." Journal of Animation and Games Studies 4, no. 1 (2018): 51–72. http://dx.doi.org/10.24821/jags.v4i1.2121.
Full textEt al., ChePa. "The Influence of Rewards on Games Flow, Challenge, and Its Effects Towards the Engagement of Malaysian Digital Traditional Games." Baghdad Science Journal 16, no. 2(SI) (2019): 0534. http://dx.doi.org/10.21123/bsj.2019.16.2(si).0534.
Full textChess, Shira, Nathaniel J. Evans, and Joyya JaDawn Baines. "What Does a Gamer Look Like? Video Games, Advertising, and Diversity." Television & New Media 18, no. 1 (2016): 37–57. http://dx.doi.org/10.1177/1527476416643765.
Full textCosta, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Full textKaban, Roberto, Fandy Syahputra, and Fajrillah Fajrillah. "Perancangan Game RPG (Role Playing Game) “Nusantara Darkness Rises”." Journal of Information System Research (JOSH) 2, no. 4 (2021): 235–46. http://dx.doi.org/10.47065/josh.v2i4.780.
Full textHastie, Peter A., and Mauro H. André. "Game appreciation through student designed games and game equipment." International Journal of Play 1, no. 2 (2012): 165–83. http://dx.doi.org/10.1080/21594937.2012.698460.
Full textPlothe, Theo. "Bearded Dragons at Play." Exchanges: The Interdisciplinary Research Journal 7, no. 3 (2020): 1–13. http://dx.doi.org/10.31273/eirj.v7i3.523.
Full textde Winkel, Jasper, Vito Kortbeek, Josiah Hester, and Przemysław Pawełczak. "Battery-Free Game Boy." GetMobile: Mobile Computing and Communications 25, no. 2 (2021): 22–26. http://dx.doi.org/10.1145/3486880.3486888.
Full textOrtiz de Gortari, Angelica B., Karin Aronsson, and Mark Griffiths. "Game Transfer Phenomena in Video Game Playing." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (2011): 15–33. http://dx.doi.org/10.4018/ijcbpl.2011070102.
Full textRafdinal, Wahyu, Agri Qisthi, and Sharnuke Asrilsyak. "Mobile game adoption model: Integrating technology acceptance model and game features." SRIWIJAYA INTERNATIONAL JOURNAL OF DYNAMIC ECONOMICS AND BUSINESS 4, no. 1 (2020): 43. http://dx.doi.org/10.29259/sijdeb.v4i1.43-56.
Full textBooth, Paul. "Board, game, and media." Convergence: The International Journal of Research into New Media Technologies 22, no. 6 (2016): 647–60. http://dx.doi.org/10.1177/1354856514561828.
Full textNyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.
Full textAngeline, Mia. "Game and Digital Culture: A Study on Hay Day Game." Humaniora 7, no. 1 (2016): 22. http://dx.doi.org/10.21512/humaniora.v7i1.3393.
Full textAndriyat Krisdiawan, Rio, and Darsanto. "PENERAPAN MODEL PENGEMBANGAN GAMEGDLC (GAME DEVELOPMENT LIFE CYCLE )DALAM MEMBANGUN GAME PLATFORM BERBASIS MOBILE." TEKNOKOM 2, no. 1 (2019): 31–40. http://dx.doi.org/10.31943/teknokom.v2i1.33.
Full textSardone, Nancy B. "Attitudes Toward Game Adoption." International Journal of Game-Based Learning 8, no. 3 (2018): 1–14. http://dx.doi.org/10.4018/ijgbl.2018070101.
Full textXiong, Shuo, and Hiroyuki Iida. "Attractiveness of real time strategy games." Computer Science and Information Systems 12, no. 4 (2015): 1217–34. http://dx.doi.org/10.2298/csis141101054x.
Full textSusanto, Ryan. "Customer and Developers Point of Views to Game Cloning." SISFORMA 1, no. 2 (2014): 1. http://dx.doi.org/10.24167/sisforma.v1i2.396.
Full textMarin-Vega, Humberto, Giner Alor-Hernández, Ramon Zatarain-Cabada, Maria Lucia Barron-Estrada, and Jorge Luis García-Alcaraz. "A Brief Review of Game Engines for Educational and Serious Games Development." Journal of Information Technology Research 10, no. 4 (2017): 1–22. http://dx.doi.org/10.4018/jitr.2017100101.
Full textYamamoto, Tatsuki, Hiromu Ito, Momoka Nii, Takuya Okabe, Satoru Morita, and Jin Yoshimura. "A single ‘weight-lifting’ game covers all kinds of games." Royal Society Open Science 6, no. 11 (2019): 191602. http://dx.doi.org/10.1098/rsos.191602.
Full textAditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.
Full textKickmeier-Rust, Michael D., Elke Mattheiss, Christina Steiner, and Dietrich Albert. "A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games." International Journal of Game-Based Learning 1, no. 1 (2011): 45–58. http://dx.doi.org/10.4018/ijgbl.2011010104.
Full textRowe, M. W. "The Definition of ‘Game’." Philosophy 67, no. 262 (1992): 467–79. http://dx.doi.org/10.1017/s0031819100040663.
Full textIp, Barry, and Xianhui Che. "A Primer Survey of Chinese Mobile Games." Asiascape: Digital Asia 3, no. 1-2 (2016): 17–37. http://dx.doi.org/10.1163/22142312-12340046.
Full textAmpatzidou, Cristina, and Katharina Gugerell. "Mapping Game Mechanics for Learning in a Serious Game for the Energy Transition." International Journal of E-Planning Research 8, no. 2 (2019): 1–23. http://dx.doi.org/10.4018/ijepr.2019040101.
Full textYuwono, Ardian Indro, Gabriel Roosmargo Lono Lastoro Simatupang, and Aprinus Salam. "The Unconscious Self in Role Playing Video Game’s Avatar." Jurnal Ilmu Komunikasi 16, no. 2 (2019): 115. http://dx.doi.org/10.31315/jik.v16i2.2687.
Full textClapperton, Dale. "Electronic Contracts: A Law Unto Themselves?" Media International Australia 130, no. 1 (2009): 102–11. http://dx.doi.org/10.1177/1329878x0913000112.
Full textSuhono, Suhono, and Yeasy Agustina Sari. "Retrofitting Javanese Traditional Games as Indonesia Culture Identity: Providing English Vocabulary." JURNAL IQRA' 2, no. 1 (2017): 213. http://dx.doi.org/10.25217/ji.v2i1.123.
Full textAzwar, Khairul, and Mailindawati Mailindawati. "DAMPAK ESPORT GAMES TERHADAP TINGKAT EMOSIONAL DAN PRESTASI BELAJAR REMAJA DI KOTA LHOKSEUMAWE PROVINSI ACEH TAHUN 2020." Visipena 11, no. 2 (2020): 255–65. http://dx.doi.org/10.46244/visipena.v11i2.1208.
Full textKrisdiawan, Rio Andriyat, Ramdoni Ramdoni, and Aji Permana. "RANCANG BANGUN GAME TREASURE OF LABYRINTH DENGAN ALGORITMA BACKTRACKING BERBASIS ANDROID." NUANSA INFORMATIKA 14, no. 1 (2020): 46. http://dx.doi.org/10.25134/nuansa.v14i1.2442.
Full textMacedonia, M. "Ender's game redux [computer games." Computer 38, no. 2 (2005): 95–97. http://dx.doi.org/10.1109/mc.2005.59.
Full textCass, S. "Mind games [computer game AI]." IEEE Spectrum 39, no. 12 (2002): 40–44. http://dx.doi.org/10.1109/mspec.2002.1088444.
Full textJohnson, Wayne D. "Gama' Giwe'Binigowin (The Snake Game)." Antioch Review 48, no. 1 (1990): 26. http://dx.doi.org/10.2307/4612139.
Full textMaarif, Vadlya, Hidayat M. Nur, and Fitrian Chandrayoga. "Game Edukasi Hafalan Surat Pendek Al-Qur’an The Adventure Of Ali." Indonesian Journal on Software Engineering (IJSE) 6, no. 1 (2020): 105–15. http://dx.doi.org/10.31294/ijse.v6i1.8059.
Full textChaichitwanidchakol, Pitsanu, and Witcha Feungchan. "Exploring Mobile Game Interactions." International Journal of Electrical and Computer Engineering (IJECE) 8, no. 5 (2018): 3954. http://dx.doi.org/10.11591/ijece.v8i5.pp3954-3965.
Full textBoaventura, Filipe M. B., and Victor T. Sarinho. "MEnDiGa: A Minimal Engine for Digital Games." International Journal of Computer Games Technology 2017 (2017): 1–13. http://dx.doi.org/10.1155/2017/9626710.
Full textHsu, Hao. "Localization and culturalization for a history-based game." Journal of Internationalization and Localization 7, no. 1-2 (2020): 28–48. http://dx.doi.org/10.1075/jial.20007.hsu.
Full textMartins, Raiane Santos, Filipe Raulino, Aquiles Burlamaqui, and Akynara Burlamaqui. "SGDDEdu: A Model of Short Game Design Document for Digital Educational Games." International Journal of Innovation Education and Research 7, no. 2 (2019): 167–80. http://dx.doi.org/10.31686/ijier.vol7.iss2.1335.
Full textPurnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.107-123.
Full textPurnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.1148.
Full textYunanto, Septyana Hardianti, and T. Brenda Chandrawati. ""Smart Puzzle" Game Helping Children Learn to Read." SISFORMA 3, no. 1 (2017): 13. http://dx.doi.org/10.24167/sisforma.v3i1.677.
Full textDietrich, Timo, Rory Mulcahy, and Kathy Knox. "Gaming attribute preferences in social marketing programmes." Journal of Social Marketing 8, no. 3 (2018): 280–96. http://dx.doi.org/10.1108/jsocm-06-2017-0038.
Full textWeiss, Alfred, and Sharon Tettegah. "World of Race War." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (2012): 33–44. http://dx.doi.org/10.4018/jgcms.2012100103.
Full textSoylucicek, Seza. "New generation console game technologies; Console game application supported with projection mapping." Global Journal of Arts Education 6, no. 4 (2017): 120–25. http://dx.doi.org/10.18844/gjae.v6i4.1827.
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