Academic literature on the topic 'Action video game'
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Journal articles on the topic "Action video game"
Benoit, Julie Justine, Eugenie Roudaia, Taylor Johnson, Trevor Love, and Jocelyn Faubert. "The neuropsychological profile of professional action video game players." PeerJ 8 (November 17, 2020): e10211. http://dx.doi.org/10.7717/peerj.10211.
Full textGreen, C. S., and D. Bavelier. "Action-Video-Game Experience Alters the Spatial Resolution of Vision." Psychological Science 18, no. 1 (January 2007): 88–94. http://dx.doi.org/10.1111/j.1467-9280.2007.01853.x.
Full textTrisolini, Daniela Carmen, Marco Alessandro Petilli, and Roberta Daini. "Is action video gaming related to sustained attention of adolescents?" Quarterly Journal of Experimental Psychology 71, no. 5 (January 1, 2018): 1033–39. http://dx.doi.org/10.1080/17470218.2017.1310912.
Full textRaudenbush, Bryan, Jerrod Koon, Trevor Cessna, and Kristin McCombs. "Effects of Playing Video Games on Pain Response during a Cold Pressor Task." Perceptual and Motor Skills 108, no. 2 (April 2009): 439–48. http://dx.doi.org/10.2466/pms.108.2.439-448.
Full textLarge, Adam M., Benoit Bediou, Sezen Cekic, Yuval Hart, Daphne Bavelier, and C. Shawn Green. "Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game." Media and Communication 7, no. 4 (December 20, 2019): 198–212. http://dx.doi.org/10.17645/mac.v7i4.2314.
Full textSöbke, Heinrich, and Thomas Bröker. "A browser-based advergame as communication catalyst: types of communication in video games." Comunicação e Sociedade 27 (June 29, 2015): 75–94. http://dx.doi.org/10.17231/comsoc.27(2015).2090.
Full textSalamoon, Daniel Kurniawan, and Cindy Muljosumarto. "Analisis Visual Warna pada Game Post Apocalyptic (Studi Game The Last Of Us, Metro Exodus, dan Horizon Zero Dawn)." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 6, no. 1 (March 20, 2020): 18–31. http://dx.doi.org/10.33633/andharupa.v6i1.3232.
Full textSarhan, Shahenda, Mohamed Abu ElSoud, and Hebatullah Rashed. "Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game." International Journal of Computer Games Technology 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/7090757.
Full textPrena, Kelsey, and John L. Sherry. "Parental perspectives on video game genre preferences and motivations of children with Down syndrome." Journal of Enabling Technologies 12, no. 1 (March 19, 2018): 1–9. http://dx.doi.org/10.1108/jet-08-2017-0034.
Full textGreen, C. Shawn, and Daphne Bavelier. "Action video game modifies visual selective attention." Nature 423, no. 6939 (May 2003): 534–37. http://dx.doi.org/10.1038/nature01647.
Full textDissertations / Theses on the topic "Action video game"
Chisholm, Joseph Donald. "Reduced attentional capture in action video game players." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12578.
Full textReynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.
Full textBlacker, Kara J. "The Effects of Action Video Game Training on Visual Short-term Memory." Diss., Temple University Libraries, 2013. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/225466.
Full textPh.D.
The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual short-term memory (VSTM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VSTM through training is a growing area of research. An emerging body of literature suggests that extensive experience playing action video games yields a myriad of perceptual and attentional benefits. Several lines of converging work provide evidence that action video game play influences VSTM as well. The current study utilized a training paradigm to examine whether action video games cause improvements to the quantity and/or the quality of information stored in VSTM and whether these VSTM advantages extend visual working memory (VWM). The results suggest that VSTM capacity is increased after action video game training, as compared to training on a control game, and that some limited improvement to VSTM precision occurs with action game training as well. The VSTM improvements seen in individuals trained on an action video game are not better accounted for by differences in motivation or engagement, differential expectations, or baseline differences in demographics as compared to the control group used. However, these findings do not appear to extend to measures of VWM, nor to verbal working memory. In sum, action video game training represents a potentially unique and engaging platform by which this severely capacity-limited VSTM system might be enhanced.
Temple University--Theses
Chisholm, Joseph D. "Individual differences in oculomotor control : the case of action video game players." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/49997.
Full textArts, Faculty of
Psychology, Department of
Graduate
Russell, Robert Bruce. "Probabilistic Inference as a Mechanism for Action-Video-Game Induced Visuospatial Skill Improvement." OpenSIUC, 2013. https://opensiuc.lib.siu.edu/theses/1153.
Full textWhitlock, Katherine Lynne. "Theatre and the video game beauty and the beast /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086119742.
Full textTitle from first page of PDF file. Document formatted into pages; contains ix, 264 p.; also includes grafics (some col.). Includes abstract and vita. Advisor: Lesley K. Ferris, Dept. of Theatre. Includes bibliographical references (p. 246-264).
Borghetti, Lorraine. "Closing the Gender Gap: Action Video Game Training, Cognitive Improvement, and Related Self-Efficacy." University of Dayton / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1418101534.
Full textFent, Andrew Thomas. "The Effect of Action Video Game Play on the Distribution and Resolution of Visuospatial Attention." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1503943019166304.
Full textVance, Brittany Nicole. ""This Action Will Have Consequences": How the Video Game Life Is Strange Balances Entertainment with Empathy." BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/8707.
Full textSchmidt, Anne [Verfasser], and Stefan [Gutachter] Pollmann. "Spatial contextual cueing in handball players and action video game players / Anne Schmidt ; Gutachter: Stefan Pollmann." Magdeburg : Universitätsbibliothek Otto-von-Guericke-Universität, 2019. http://d-nb.info/1219965812/34.
Full textBooks on the topic "Action video game"
(Firm), BradyGames, ed. Act of War: Direct action : official strategy guide. Indianapolis, IN: BradyGames, 2005.
Find full textNick, Roberts. Bomberman 64: Unauthorized Game Secrets. Rocklin, USA: Prima Publishing, Prima Games, 1997.
Find full textFarkas, Bart. Turok: Dinosaur Hunter: Official Game Secrets. Rocklin, Calif: Prima Publishing, Prima Games, 1997.
Find full textSandler, Corey. Batman Forever: The Video Game: GamePro: Official Player's Guide. San Mateo, CA: Infotainment World, 1995.
Find full textAnthony, James. Blast Corps: Unauthorized Game Secrets. Rocklin, Calif: Prima Publishing, Prima Games, 1997.
Find full textAverill, Alan. Conker's Bad Fur Day: The Official Nintendo Player's Guide. Redmond, WA: Nintendo of America, Incorporated, 2001.
Find full textBook chapters on the topic "Action video game"
Feng, Jing, and Ian Spence. "Playing Action Video Games Boosts Visual Attention." In Video Game Influences on Aggression, Cognition, and Attention, 93–104. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_8.
Full textRoque, Nelson A., and Walter R. Boot. "Action Video Games DO NOT Promote Visual Attention." In Video Game Influences on Aggression, Cognition, and Attention, 105–18. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_9.
Full textZhang, Xuemin, Bin Yan, and Hua Shu. "Effects of Action Video Game on Attention Distribution: A Cognitive Study." In Communications in Computer and Information Science, 67–75. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-10512-8_8.
Full textChen, XiaoLong, Kaustubha Mendhurwar, Sudhir Mudur, Thiruvengadam Radhakrishnan, and Prabir Bhattacharya. "Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters." In Motion in Games, 422–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16958-8_39.
Full textGreen, C. Shawn, Thomas Gorman, and Daphne Bavelier. "Action Video-Game Training and Its Effects on Perception and Attentional Control." In Cognitive Training, 107–16. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42662-4_10.
Full textBediou, Benoit, Daphne Bavelier, and C. Shawn Green. "Action Video Game Training and Its Effects on Perception and Attentional Control." In Cognitive Training, 215–28. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-39292-5_15.
Full textDíaz, Guillermo, and Andrés Iglesias. "Swarm Intelligence Scheme for Pathfinding and Action Planning of Non-player Characters on a Last-Generation Video Game." In Advances in Intelligent Systems and Computing, 343–53. Singapore: Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-3728-3_34.
Full textHooks, Ed. "Video games." In Acting for Animators, 77–87. Fourth edition. | New York : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315618272-6.
Full textNae, Andrei. "Immersion in mainstream action games." In Immersion, Narrative, and Gender Crisis in Survival Horror Video Games, 11–31. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003019022-3.
Full textPapagiannis, Tasos, Georgios Alexandridis, and Andreas Stafylopatis. "GAMER: A Genetic Algorithm with Motion Encoding Reuse for Action-Adventure Video Games." In Applications of Evolutionary Computation, 156–71. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-16692-2_11.
Full textConference papers on the topic "Action video game"
Novak, Elena, and Janet Tassell. "Video Games that Improve ‘Learning to Learn’: Focus on Action Video Game Play Elements." In 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2017. http://dx.doi.org/10.1109/icalt.2017.152.
Full textda Silva Miras de Araujo, Karine, and Fabricio Olivetti de Franca. "Evolving a generalized strategy for an action-platformer video game framework." In 2016 IEEE Congress on Evolutionary Computation (CEC). IEEE, 2016. http://dx.doi.org/10.1109/cec.2016.7743938.
Full textKarttunen, Janne, Anssi Kanervisto, Ville Kyrki, and Ville Hautamaki. "From Video Game to Real Robot: The Transfer Between Action Spaces." In ICASSP 2020 - 2020 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP). IEEE, 2020. http://dx.doi.org/10.1109/icassp40776.2020.9053221.
Full textXiuling Lu, Xianghong Sun, and Kan Zhang. "Action video game experience affects the inhibition of return in discrimination task." In 2009 IEEE International Conference on Network Infrastructure and Digital Content (IC-NIDC 2009). IEEE, 2009. http://dx.doi.org/10.1109/icnidc.2009.5360835.
Full textHazarika, Jupitara. "Analyzing the resting-state EEG of action video game players using Wavelet Transform." In 2019 3rd International Conference on Recent Developments in Control, Automation & Power Engineering (RDCAPE). IEEE, 2019. http://dx.doi.org/10.1109/rdcape47089.2019.8979079.
Full textFernandez-Samillan, Diego, Carlos Guizado-Diaz, and Willy Ugarte. "Story Creation Algorithm Using Q- Learning in a 2D Action RPG Video Game." In 2021 28th Conference of Open Innovations Association (FRUCT). IEEE, 2021. http://dx.doi.org/10.23919/fruct50888.2021.9347596.
Full textAl-Gabbani M., Morgan G., and Eyre J. A. "Positive relationship between duration of action video game play and visuospatial executive function in children." In 2014 IEEE 3rd International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2014. http://dx.doi.org/10.1109/segah.2014.7067090.
Full textZhu, Guangyu, Changsheng Xu, Qingming Huang, Wen Gao, and Liyuan Xing. "Player action recognition in broadcast tennis video with applications to semantic analysis of sports game." In the 14th annual ACM international conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1180639.1180728.
Full textMing-Hsien Tsai, Rong-Ju Cherng, and Jenn-Yeu Chen. "Visuospatial attention abilities in the action and real time strategy video game players as compared with nonplayers." In 2013 1st International Conference on Orange Technologies (ICOT 2013). IEEE, 2013. http://dx.doi.org/10.1109/icot.2013.6521208.
Full textSerradilla, J., J. Shi, Y. Cheng, G. Morgan, C. Lambden, and J. Eyre. "Automatic assessment of upper limb function during play of the action video game, circus challenge: validity and sensitivity to change." In 2014 IEEE 3rd International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2014. http://dx.doi.org/10.1109/segah.2014.7067073.
Full textReports on the topic "Action video game"
Thompson, Michael, and Cynthia Irvine. Active Learning with the CyberCIEGE Video Game. Fort Belvoir, VA: Defense Technical Information Center, August 2011. http://dx.doi.org/10.21236/ada547670.
Full textDeJaeghere, Joan, Vu Dao, Bich-Hang Duong, and Phuong Luong. Inequalities in Learning in Vietnam: Teachers’ Beliefs About and Classroom Practices for Ethnic Minorities. Research on Improving Systems of Education (RISE), February 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/061.
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