Journal articles on the topic 'Action video games'
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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 textMedford, K., M. Sugarman, C. S. Green, E. Klobusicky, and D. Bavelier. "Reducing task switch cost with action video games." Journal of Vision 11, no. 11 (2011): 212. http://dx.doi.org/10.1167/11.11.212.
Full textBavelier, Daphne, and C. Shawn Green. "Enhancing Attentional Control: Lessons from Action Video Games." Neuron 104, no. 1 (2019): 147–63. http://dx.doi.org/10.1016/j.neuron.2019.09.031.
Full textBavelier, Daphné, Benoit Bediou, and C. Shawn Green. "Expertise and generalization: lessons from action video games." Current Opinion in Behavioral Sciences 20 (April 2018): 169–73. http://dx.doi.org/10.1016/j.cobeha.2018.01.012.
Full textFranceschini, Sandro, Simone Gori, Milena Ruffino, Simona Viola, Massimo Molteni, and Andrea Facoetti. "Action Video Games Make Dyslexic Children Read Better." Current Biology 23, no. 6 (2013): 462–66. http://dx.doi.org/10.1016/j.cub.2013.01.044.
Full textPetilli, Marco Alessandro, Luca Rinaldi, Daniela Carmen Trisolini, Luisa Girelli, Luca Piero Vecchio, and Roberta Daini. "How difficult is it for adolescents to maintain attention? The differential effects of video games and sports." Quarterly Journal of Experimental Psychology 73, no. 6 (2020): 968–82. http://dx.doi.org/10.1177/1747021820908499.
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 (2018): 1033–39. http://dx.doi.org/10.1080/17470218.2017.1310912.
Full textLyons, Elizabeth J., Deborah F. Tate, Dianne S. Ward, Kurt M. Ribisl, J. Michael Bowling, and Sriram Kalyanaraman. "Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment." Journal of Obesity 2012 (2012): 1–7. http://dx.doi.org/10.1155/2012/852147.
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 (2009): 439–48. http://dx.doi.org/10.2466/pms.108.2.439-448.
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 textChandra, Sushil, Greeshma Sharma, Amritha Abdul Salam, Devendra Jha, and Alok Prakash Mittal. "Playing Action Video Games a Key to Cognitive Enhancement." Procedia Computer Science 84 (2016): 115–22. http://dx.doi.org/10.1016/j.procs.2016.04.074.
Full textZhang, R., S. Green, Z. Lu, and D. Bavelier. "Speeding up Learning: Action Video Games and Perceptual Learning." Journal of Vision 13, no. 9 (2013): 1089. http://dx.doi.org/10.1167/13.9.1089.
Full textLi, R., V. R. Bejjanki, Z. Lu, A. Pouget, and D. Bavelier. "Playing action video games leads to better perceptual templates." Journal of Vision 9, no. 8 (2010): 860. http://dx.doi.org/10.1167/9.8.860.
Full textGreen, C. S., and D. Bavelier. "Action-Video-Game Experience Alters the Spatial Resolution of Vision." Psychological Science 18, no. 1 (2007): 88–94. http://dx.doi.org/10.1111/j.1467-9280.2007.01853.x.
Full textRatan, Rabindra, Cuihua Shen, and Dmitri Williams. "Men Do Not Rule the World of Tanks: Negating the Gender-Performance Gap in a Spatial-Action Game by Controlling for Time Played." American Behavioral Scientist 64, no. 7 (2020): 1031–43. http://dx.doi.org/10.1177/0002764220919147.
Full textMadan, Christopher R. "Considerations for Comparing Video Game AI Agents with Humans." Challenges 11, no. 2 (2020): 18. http://dx.doi.org/10.3390/challe11020018.
Full textLawrence, Anne M., and Michael B. Sherry. "How Feedback From an Online Video Game Teaches Argument Writing for Environmental Action." Journal of Literacy Research 53, no. 1 (2021): 29–52. http://dx.doi.org/10.1177/1086296x20986598.
Full textAshraf, Mujeeba. "Violent Video Games and Their Relation to Aggressive Behaviour in Late Childhood in Pakistan." International Journal of Cyber Behavior, Psychology and Learning 10, no. 3 (2020): 47–59. http://dx.doi.org/10.4018/ijcbpl.2020070104.
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 (2019): 198–212. http://dx.doi.org/10.17645/mac.v7i4.2314.
Full textAnnarumma, Maria, Riccardo Fragnito, Ines Tedesco, and Luigi Vitale. "Video Game, Author and Lemming." International Journal of Digital Literacy and Digital Competence 6, no. 1 (2015): 49–61. http://dx.doi.org/10.4018/ijdldc.2015010104.
Full textWest, Robert, Edward L. Swing, Craig A. Anderson, and Sara Prot. "The Contrasting Effects of an Action Video Game on Visuo-Spatial Processing and Proactive Cognitive Control." International Journal of Environmental Research and Public Health 17, no. 14 (2020): 5160. http://dx.doi.org/10.3390/ijerph17145160.
Full textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review." JMIR Mental Health 8, no. 8 (2021): e28150. http://dx.doi.org/10.2196/28150.
Full textPéter, Árpád. "Action and Communication in the Virtual World of Video Games." Studia Universitatis Babeș-Bolyai Ephemerides 62, no. 1 (2017): 5–22. http://dx.doi.org/10.24193/subbeph.2017.1.01.
Full textHeaven, Douglas. "Story trumps action in a new wave of video games." New Scientist 222, no. 2970 (2014): 22–23. http://dx.doi.org/10.1016/s0262-4079(14)61007-1.
Full textNelson, Rolf A., and Ian Strachan. "Action and Puzzle Video Games Prime Different Speed/Accuracy Tradeoffs." Perception 38, no. 11 (2009): 1678–87. http://dx.doi.org/10.1068/p6324.
Full text王, 栋然. "Research Progress on the Cognitive Ability and Action Video Games." Advances in Psychology 11, no. 03 (2021): 764–71. http://dx.doi.org/10.12677/ap.2021.113087.
Full textSharifi, Hamid. "Norms governing the localization of video games." Journal of Internationalization and Localization 3, no. 1 (2016): 61–73. http://dx.doi.org/10.1075/jial.3.1.04sha.
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 (2018): 1–9. http://dx.doi.org/10.1108/jet-08-2017-0034.
Full textKoloskov, Evgenii A. "House of Flowers: An Analysis of the Image of Yugoslavia in Video Games." Slavic World in the Third Millennium 15, no. 3-4 (2020): 85–101. http://dx.doi.org/10.31168/2412-6446.2020.15.3-4.06.
Full textKawai, Takashi, and Kageyu Noro. "Effects of Fighting Action Video Games on Brain Waves Part 1." Japanese journal of ergonomics 31, Supplement (1995): 516–17. http://dx.doi.org/10.5100/jje.31.supplement_516.
Full textKawai, Takashi, and Kageyu Noro. "Effects of Fighting Action Video Games on Brain Waves Part 2." Japanese journal of ergonomics 31, Supplement (1995): 518–19. http://dx.doi.org/10.5100/jje.31.supplement_518.
Full textZHANG, R., V. R. Bejjanki, Z. Lu, S. Green, A. Pouget, and D. Bavelier. "Action Video Games playing improves learning to learn in perceptual learning." Journal of Vision 12, no. 9 (2012): 1130. http://dx.doi.org/10.1167/12.9.1130.
Full textPalmer, E., and C. Brown. "Attentional Filtering and Friend vs. Foe Discrimination in Action Video Games." Journal of Vision 12, no. 9 (2012): 399. http://dx.doi.org/10.1167/12.9.399.
Full textFranceschini, Sandro, Simone Gori, Monja Tait, et al. "Action video games improve math abilities in children with developmental dyscalculia." Journal of Vision 16, no. 12 (2016): 1278. http://dx.doi.org/10.1167/16.12.1278.
Full textBrown, Christopher, Robert May, Jeremiah Nyman, and Evan Palmer. "Effects of Friend vs. Foe Discrimination Training in Action Video Games." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 56, no. 1 (2012): 1416–20. http://dx.doi.org/10.1177/1071181312561401.
Full textKiesel, Scott, Ethan Burns, and Wheeler Ruml. "Achieving Goals Quickly Using Real-time Search: Experimental Results in Video Games." Journal of Artificial Intelligence Research 54 (September 27, 2015): 123–58. http://dx.doi.org/10.1613/jair.4800.
Full textRahmad, Nur Azmina, Muhammad Amir As'ari, Nurul Fathiah Ghazali, Norazman Shahar, and Nur Anis Jasmin Sufri. "A Survey of Video Based Action Recognition in Sports." Indonesian Journal of Electrical Engineering and Computer Science 11, no. 3 (2018): 987. http://dx.doi.org/10.11591/ijeecs.v11.i3.pp987-993.
Full textKopaniecki, Jakub. "Walking the streets of a virtual metropolis. The audiosphere of the game Grand Theft Auto IV." Interdisciplinary Studies in Musicology, no. 19 (December 31, 2019): 173–84. http://dx.doi.org/10.14746/ism.2019.19.12.
Full textNae, Andrei. "Shakespeare and the Accumulation of Cultural Prestige in Video Games." Acta Universitatis Sapientiae, Film and Media Studies 17, no. 1 (2019): 115–28. http://dx.doi.org/10.2478/ausfm-2019-0018.
Full textWang, Jianyu, Wenhao Liu, and Jeffrey Moffit. "Steps for ARM and Trunk Actions of Overhead Forehand Stroke Used in Badminton Games across Skill Levels." Perceptual and Motor Skills 109, no. 1 (2009): 177–86. http://dx.doi.org/10.2466/pms.109.1.177-186.
Full textNogueira, Mariana, Hugo Faria, Ana Vitorino, Filipe Glória Silva, and Ana Serrão Neto. "Addictive Video Game Use: An Emerging Pediatric Problem?" Acta Médica Portuguesa 32, no. 3 (2019): 183. http://dx.doi.org/10.20344/amp.10985.
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