Academic literature on the topic 'Active videogames'
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Journal articles on the topic "Active videogames"
Beerthuizen, Marinus GCJ, Gijs Weijters, and André M. van der Laan. "The release of Grand Theft Auto V and registered juvenile crime in the Netherlands." European Journal of Criminology 14, no. 6 (2017): 751–65. http://dx.doi.org/10.1177/1477370817717070.
Full textMoncada Jiménez, José, and Yamileth Chacón Araya. "El efecto de los videojuegos en variables sociales, psicológicas y fisiológicas en niños y adolescentes (The effect of playing videogames on social, psychological and physiological variables in children and adolescents)." Retos, no. 21 (March 7, 2015): 43–49. http://dx.doi.org/10.47197/retos.v0i21.34603.
Full textBaranowski, Tom, Janice Baranowski, Teresia O'Connor, Amy Shirong Lu, and Debbe Thompson. "Is Enhanced Physical Activity Possible Using Active Videogames?" Games for Health Journal 1, no. 3 (2012): 228–32. http://dx.doi.org/10.1089/g4h.2012.0018.
Full textStaiano, Amanda E., and Rachel Flynn. "Therapeutic Uses of Active Videogames: A Systematic Review." Games for Health Journal 3, no. 6 (2014): 351–65. http://dx.doi.org/10.1089/g4h.2013.0100.
Full textStraker, Leon M., Ashley A. Fenner, Erin K. Howie, et al. "Efficient and Effective Change Principles in Active Videogames." Games for Health Journal 4, no. 1 (2015): 43–52. http://dx.doi.org/10.1089/g4h.2014.0077.
Full textBarry, Gillian, Daniel Tough, Phillip Sheerin, Oliver Mattinson, Rachael Dawe, and Elisabeth Board. "Assessing the Physiological Cost of Active Videogames (Xbox Kinect) Versus Sedentary Videogames in Young Healthy Males." Games for Health Journal 5, no. 1 (2016): 68–74. http://dx.doi.org/10.1089/g4h.2015.0036.
Full textSween, Jennifer, Sherrie Flynt Wallington, Vanessa Sheppard, Teletia Taylor, Adana A. Llanos, and Lucile Lauren Adams-Campbell. "The Role of Exergaming in Improving Physical Activity: A Review." Journal of Physical Activity and Health 11, no. 4 (2014): 864–70. http://dx.doi.org/10.1123/jpah.2011-0425.
Full textSimons, Monique, Emely de Vet, Sjoukje Hoornstra, Johannes Brug, Jaap Seidell, and Mai Chinapaw. "Adolescents' Views on Active and Non-Active Videogames: A Focus Group Study." Games for Health Journal 1, no. 3 (2012): 211–18. http://dx.doi.org/10.1089/g4h.2011.0032.
Full textMaddison, Ralph, Andrew Jull, Samantha Marsh, Artur Direito, and Cliona Ni Mhurchu. "Active Videogames and Weight Management: Is There a Future?" Games for Health Journal 2, no. 3 (2013): 179–82. http://dx.doi.org/10.1089/g4h.2013.0031.
Full textBöhm, Birgit, Michael Hartmann, and Harald Böhm. "Body Segment Kinematics and Energy Expenditure in Active Videogames." Games for Health Journal 5, no. 3 (2016): 189–96. http://dx.doi.org/10.1089/g4h.2015.0058.
Full textDissertations / Theses on the topic "Active videogames"
Nyberg, Mats. "Äldres attityder till och resonemang om exergames." Thesis, Umeå universitet, Avdelningen för arbetsterapi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161415.
Full textTiraboschi, Gabriel Arantes. "Resolução temporal de videogames de ação e seus efeitos em tarefas visuais." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/59/59134/tde-20062017-181443/.
Full textMello, Maryjôse Carvalho. "Efeitos do treinamento físico com vídeo game ativo e do treinamento combinado com exercício resistido em crianças e adolescentes asmáticos: ensaio clinico controlado, aleatorizado e cego." Universidade Nove de Julho, 2017. http://bibliotecatede.uninove.br/handle/tede/1875.
Full textTordo, Frédéric. "Subjectivation, intersubjectivité et travail du lien dans le jeu vidéo de rôle en ligne massivement multijoueur." Thesis, Paris 10, 2012. http://www.theses.fr/2012PA100155/document.
Full textJunior, Aldene Rocha da Silva. "Obra-jogo: processos, visualidades e tessituras." Universidade do Estado do Rio de Janeiro, 2013. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=7863.
Full textBooks on the topic "Active videogames"
Development, Prima, and Prima Temp Authors. Banjo-Tooie. 6th ed. Prima Publishing, Prima Games, 2000.
Find full textCain, Christine. Tonic Trouble: Prima's Official Strategy Guide. Prima Games, Prima Publishing, 1999.
Find full textFarkas, Bart. Turok: Dinosaur Hunter: Official Game Secrets. Prima Publishing, Prima Games, 1997.
Find full textNick, Roberts. Bomberman 64: Unauthorized Game Secrets. Prima Publishing, Prima Games, 1997.
Find full textDonkey Kong 64: Prima's Official Strategy Guide. Prima Games, Prima Publishing, 1999.
Find full textMeston, Zach. Crash Bandicoot 2: N-Tranced, Official Strategy Guide. Prima Games, 2002.
Find full textBook chapters on the topic "Active videogames"
Bruno, Mario A., Roberto G. Aldunate, and Jaime Meléndez. "Personalization of Serious Videogames for Occupational Engagement for Elderly." In Ambient Assisted Living and Active Aging. Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-03092-0_8.
Full textBushnell, Rebecca. "Time-Travel Films: Replaying Time, Choice, and Action." In Tragic Time in Drama, Film, and Videogames. Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-58526-4_3.
Full textFigueiredo, Carlos. "Production Design and Game Design in Videogames: Action, Emotion and Immersion in the Player Lived." In Advances in Ergonomics in Design. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-41983-1_60.
Full textvan ‘t Riet, Jonathan, Eva Alblas, Rik Crutzen, and Amy Shirong Lu. "The Effects of Active Videogames on BMI among Young People." In Advances in Medical Technologies and Clinical Practice. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9522-1.ch013.
Full textJohnson, Mina C., David Birchfield, and Colleen Megowan-Romanowicz. "If the Gear Fits, Spin It Again!" In Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7461-3.ch005.
Full text"Bodies and Action." In Ethnographies of the Videogame. Routledge, 2016. http://dx.doi.org/10.4324/9781315580562-5.
Full text"Finding a New Epic in Action-Adventure Videogames." In Ancient Greece and Rome in Videogames. Bloomsbury Academic, 2021. http://dx.doi.org/10.5040/9781350157224.ch-002.
Full text"Improving multi-tasking ability in a piloting task through action videogames." In Advances in Human Aspects of Aviation. CRC Press, 2012. http://dx.doi.org/10.1201/b12321-22.
Full textSchleiner, Anne-Marie. "The Absence of the Oppressor: Games for Change and Californian Happiness Engineers." In Transnational Play. Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789463728904_ch06.
Full textHawreliak, Jason. "“To Be Shot at Without Result”." In Handbook of Research on Technoself. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2211-1.ch028.
Full textConference papers on the topic "Active videogames"
González-González, Carina S., and Vicente Navarro-Adelantado. "Methods and techniques for evaluating the emotional experiences of children with active videogames." In Interacción '15: XVI International Conference on Human Computer Interaction. ACM, 2015. http://dx.doi.org/10.1145/2829875.2829883.
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