Academic literature on the topic 'Active video games'
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Journal articles on the topic "Active video games"
Kirk, Sam, and Andrew Manley. "The Active Video Game Paradox." International Journal of Serious Games 7, no. 1 (2020): 3–21. http://dx.doi.org/10.17083/ijsg.v7i1.341.
Full textScharrer, Erica, and Adam Zeller. "Active and Sedentary Video Game Time." Journal of Media Psychology 26, no. 1 (2014): 39–49. http://dx.doi.org/10.1027/1864-1105/a000109.
Full textHenry, Isaac, and Greg Farnell. "Energy Cost of Active Video Games." Medicine & Science in Sports & Exercise 46 (May 2014): 385. http://dx.doi.org/10.1249/01.mss.0000494328.90114.67.
Full textCortis, Cristina, Giuseppe F. Giancotti, Giuseppe Razzano, et al. "Energy Expenditure during Active Video Games." Medicine & Science in Sports & Exercise 47 (May 2015): 768. http://dx.doi.org/10.1249/01.mss.0000478833.87212.61.
Full textChaput, Jean-Philippe. "Do active video games increase food intake?" American Journal of Clinical Nutrition 94, no. 4 (2011): 1155. http://dx.doi.org/10.3945/ajcn.111.022400.
Full textLenzer, J. "US heart association endorses active video games." BMJ 340, may25 2 (2010): c2802. http://dx.doi.org/10.1136/bmj.c2802.
Full textFoley, Louise, and Ralph Maddison. "Use of Active Video Games to Increase Physical Activity in Children: A (Virtual) Reality?" Pediatric Exercise Science 22, no. 1 (2010): 7–20. http://dx.doi.org/10.1123/pes.22.1.7.
Full textMerino-Campos, Carlos, and Héctor Del Castillo Fernández. "Los beneficios de los videojuegos interactivos: una aproximación educativa y una revisión sistemática de la actividad física." Journal of New Approaches in Educational Research 5, no. 2 (2016): 115–22. http://dx.doi.org/10.7821/naer.2016.7.164.
Full textTreglia, Eugenia, Angela Magnanini, and Gianni Caione. "Video Games and Accessibility." International Journal of Digital Literacy and Digital Competence 10, no. 2 (2019): 29–36. http://dx.doi.org/10.4018/ijdldc.2019040103.
Full textLiang, Yan, Patrick W. C. Lau, Yannan Jiang, and Ralph Maddison. "Getting Active with Active Video Games: A Quasi-Experimental Study." International Journal of Environmental Research and Public Health 17, no. 21 (2020): 7984. http://dx.doi.org/10.3390/ijerph17217984.
Full textDissertations / Theses on the topic "Active video games"
Gribbon, Aidan. "Active Video Games and Energy Balance in Male Adolescents." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32275.
Full textPentzien, Cassandra. "Ego Depletion and Active Violent Media: Video Games, Self-Control, and Aggression." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1446999788.
Full textBraaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.
Full textMellecker, Robin Rochelle. "The conversion of sedentary time to active time in children: the role of activity enhanced video game play." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44525114.
Full textWhite, Kathleen. "Energy expenditure and enjoyment of active video games vs. other activities in 10-12 year old boys." AUT University, 2008. http://hdl.handle.net/10292/934.
Full textLiang, Yan. "Effects of active video game intervention on promoting physical activity among Hong Kong Chinese children." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/199.
Full textHansen, Lisa Witherspoon. "Six Fifth Grade Students Experiences Participating in Active Gaming during Physical Eduction Classes." Scholar Commons, 2009. https://scholarcommons.usf.edu/etd/2001.
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 textPalma, Nuno Miguel Canto da. "Atividade física, obesidade e videojogos ativos na escola. Um estudo sobre hábitos e práticas de jogos em jovens do ensino básico e secundário." Doctoral thesis, Universidade de Évora, 2014. http://hdl.handle.net/10174/18305.
Full textBloom, Victoria. "Multiple Action Recognition for Video Games (MARViG)." Thesis, Kingston University, 2015. http://eprints.kingston.ac.uk/37171/.
Full textBooks on the topic "Active 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 textAverill, Alan. Conker's Bad Fur Day: The Official Nintendo Player's Guide. Nintendo of America, Incorporated, 2001.
Find full textEntertainment, Acclaim. The Official Shadow Man Strategy Guide. Acclaim Entertainment, Incorporated, 1999.
Find full textBook chapters on the topic "Active video games"
Heuvelink, Annerieke, Erwin C. P. M. Tak, and Nico Van Meeteren. "The Opinions of People in the Netherlands over 65 on Active Video Games: a Survey Study." In Games for Health 2014. Springer Fachmedien Wiesbaden, 2014. http://dx.doi.org/10.1007/978-3-658-07141-7_9.
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 textSoldati, Marco, Carmen Zahn, Doruk Bildibay, et al. "Create Video Games to Promote Well-Being of Elderly People – A Practice-Driven Guideline." 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_29.
Full textHooks, Ed. "Video games." In Acting for Animators. 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. 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 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 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 textGaniti, Aikaterini, Nikolaos Politopoulos, and Thrasyvoulos Tsiatsos. "The Impact of Background Music on an Active Video Game." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75175-7_3.
Full textConference papers on the topic "Active video games"
Winn, 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 textdo Carmo, Joao, Ricardo Goncalves, Rui Batalau, Jose Guilherme, and Antonio L. Palmeira. "Active video games in schools to enhance children's physical activity." In 2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2013. http://dx.doi.org/10.1109/segah.2013.6665320.
Full textLangerak, Robin, Monica Zaczynski, and Anthony Whitehead. "At the intersection of sports and MMORPGs: A new model of active video games." In 2014 IEEE Games, Media, Entertainment (GEM) Conference. IEEE, 2014. http://dx.doi.org/10.1109/gem.2014.7048079.
Full textPranata, Ilung, Reem Altamimi, and Geoff Skinner. "An Adaptive Framework Allowing Active Video Games to Address Child Obesity." In Annual International Conference on Computer Games Multimedia and Allied Technologies (CGAT 2014). Global Science and Technology Forum, 2014. http://dx.doi.org/10.5176/2251-1679_cgat14.16.
Full textdo Carmo, Joao, Ricardo Goncalves, Rui Batalau, and Antonio L. Palmeira. "Active Video Games and Physical Activity in overweight children and adolescents." In 2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2013. http://dx.doi.org/10.1109/segah.2013.6665323.
Full textBallaz, Laurent, Maxime Robert, Martin Lemay, et al. "Active video games and children with cerebral palsy: the future of rehabilitation?" In 2011 International Conference on Virtual Rehabilitation (ICVR). IEEE, 2011. http://dx.doi.org/10.1109/icvr.2011.5971808.
Full textCampelo, Alexandre Monte, and Larry Katz. "Physical Literacy Promotion in Older Adults Using Active Video Gaming: A Sense of Presence and Attitudes Towards Exercise." In 2018 IEEE Games, Entertainment, Media Conference (GEM). IEEE, 2018. http://dx.doi.org/10.1109/gem.2018.8516546.
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 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 textReports on the topic "Active 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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