Academic literature on the topic 'Action video games'
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Journal articles on the topic "Action video games"
Gee, James Paul. "Stories, probes, and games." Narrative Inquiry 21, no. 2 (2011): 353–57. http://dx.doi.org/10.1075/ni.21.2.14gee.
Full textCiszek, Przemysław. "Polish Thematic Media on Video Games 1990–2020." Media Biznes Kultura, no. 1 (10) (2021): 103–14. http://dx.doi.org/10.4467/25442554.mbk.21.006.13972.
Full textBenoit, 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 textArgilés, Marc, Laura Asensio Jurado, and Lluïsa Quevedo Junyent. "Gamification, serious games and action video games in optometry practice." Journal of Optometry 13, no. 3 (2020): 210–11. http://dx.doi.org/10.1016/j.optom.2019.10.003.
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 textLi, Li, Rongrong Chen, and Jing Chen. "Playing Action Video Games Improves Visuomotor Control." Psychological Science 27, no. 8 (2016): 1092–108. http://dx.doi.org/10.1177/0956797616650300.
Full textLi, R., U. Polat, and D. Bavelier. "Playing action video games enhance visual sensitivity." Journal of Vision 8, no. 6 (2010): 472. http://dx.doi.org/10.1167/8.6.472.
Full textGreen, C. S., and D. Bavelier. "Learning, Attentional Control, and Action Video Games." Current Biology 22, no. 6 (2012): R197—R206. http://dx.doi.org/10.1016/j.cub.2012.02.012.
Full textWest, Greg L., Kyoko Konishi, and Veronique D. Bohbot. "Video Games and Hippocampus-Dependent Learning." Current Directions in Psychological Science 26, no. 2 (2017): 152–58. http://dx.doi.org/10.1177/0963721416687342.
Full textDye, Matthew W. G., C. Shawn Green, and Daphne Bavelier. "Increasing Speed of Processing With Action Video Games." Current Directions in Psychological Science 18, no. 6 (2009): 321–26. http://dx.doi.org/10.1111/j.1467-8721.2009.01660.x.
Full textDissertations / Theses on the topic "Action video games"
Bloom, Victoria. "Multiple Action Recognition for Video Games (MARViG)." Thesis, Kingston University, 2015. http://eprints.kingston.ac.uk/37171/.
Full textBrown, Christopher Michael. "Specific effects of action video games on perception and attention." Diss., Wichita State University, 2012. http://hdl.handle.net/10057/5352.
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 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 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 textBorghetti, 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 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 textAl, Gabbani Maha Fahad S. "Action video games enhance executive function in typically developing children and children with Hemiplegic Cerebral Palsy." Thesis, University of Newcastle upon Tyne, 2017. http://hdl.handle.net/10443/3869.
Full textDapra, Charles. "Action Video Game Skill Level Predicts Performance on Target Detection and Identification in a Simulated Combat Environment." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1214.
Full textRzicznek, Zachary J. "Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action." Bowling Green State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1624261234278133.
Full textBooks on the topic "Action video games"
The electrifying, action-packed, unusual history of video games. Capstone Press, 2011.
Find full textZimmerman, S. Scott. Action games for the Apple: How to design computer games. Scott, Foresman, 1986.
Find full text(Firm), BradyGames, ed. Act of War: Direct action : official strategy guide. BradyGames, 2005.
Find full textMantgem, Mike Van. 3D action gamer's bible: Strategies, secrets & cheats for the most popular 3D action games. Prima Pub., 1996.
Find full textFemale action heroes: A guide to women in comics, video games, film, and television. Greenwood, 2010.
Find full textDevelopment, Prima, and Prima Temp Authors. Banjo-Tooie. 6th ed. Prima Publishing, Prima Games, 2000.
Find full textBook chapters on the topic "Action video games"
Nae, Andrei. "Immersion in mainstream action games." In Immersion, Narrative, and Gender Crisis in Survival Horror Video Games. Routledge, 2021. http://dx.doi.org/10.4324/9781003019022-3.
Full textFeng, Jing, and Ian Spence. "Playing Action Video Games Boosts Visual Attention." In Video Game Influences on Aggression, Cognition, and Attention. 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. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_9.
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. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16958-8_39.
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. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-16692-2_11.
Full textMondada, Lorenza. "Coordinating action and talk-in-interaction in and out of video games." In The Appropriation of Media in Everyday Life. John Benjamins Publishing Company, 2012. http://dx.doi.org/10.1075/pbns.224.10mon.
Full textHooks, Ed. "Video games." In Acting for Animators. Routledge, 2017. http://dx.doi.org/10.4324/9781315618272-6.
Full textZhang, Xuemin, Bin Yang, and Yongna Li. "Impact of 3D/VR Action Video Games on Players’ Cognition, Problem Solving and Its Implications in Simulation Training." In Hybrid Learning. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14657-2_40.
Full textToh, Weimin. "Gameplay I—Players’ Actions and Mechanics." In A Multimodal Approach to Video Games and the Player Experience. Routledge, 2018. http://dx.doi.org/10.4324/9781351184779-10.
Full textYu, Rita W. L., Wai Hung Yuen, Lu Peng, and Alan H. S. Chan. "Acceptance Level of Older Chinese People Towards Video Shooting Games." In Human Aspects of IT for the Aged Population. Healthy and Active Aging. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50249-2_50.
Full textConference papers on the topic "Action video games"
Kosa, Mehmet. "Theory of Action Phases in Video Games." In CHI PLAY '16: The annual symposium on Computer-Human Interaction in Play. ACM, 2016. http://dx.doi.org/10.1145/2968120.2990467.
Full textMeng, Wang, Chen Yingfeng, Lv Tangjie, et al. "Reinforcement Learning with Action-Specific Focuses in Video Games." In 2020 IEEE Conference on Games (CoG). IEEE, 2020. http://dx.doi.org/10.1109/cog47356.2020.9231608.
Full textNovak, 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 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 textZha, Daochen, Kwei-Herng Lai, Songyi Huang, et al. "RLCard: A Platform for Reinforcement Learning in Card Games." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/764.
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 textHernandez, Carlos, Adi Botea, Jorge A. Baier, and Vadim Bulitko. "Online Bridged Pruning for Real-Time Search with Arbitrary Lookaheads." In Twenty-Sixth International Joint Conference on Artificial Intelligence. International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/72.
Full textRibeiro, Elison, and Marcos Seruffo. "Proposal of quantitative and qualitative metrics to assess affective user-centered design of video games." In XVII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação (SBC), 2018. http://dx.doi.org/10.5753/ihc.2018.4197.
Full textWinn, Brian M., Wei Peng, and Karin Pfeiffer. "Player guiding in an active video game." In 2011 IEEE International Games Innovation Conference (IGIC). IEEE, 2011. http://dx.doi.org/10.1109/igic.2011.6115107.
Full textXian, Jiajun, and Dan Yang. "The Evolution of People'S Interest in Video Games." In 2018 15th International Computer Conference on Wavelet Active Media Technology and Information Processing (ICCWAMTIP). IEEE, 2018. http://dx.doi.org/10.1109/iccwamtip.2018.8632566.
Full textReports on the topic "Action video games"
Thompson, Michael, and Cynthia Irvine. Active Learning with the CyberCIEGE Video Game. Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada547670.
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