Academic literature on the topic 'And Video Games'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'And Video Games.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Journal articles on the topic "And Video Games"
Ćwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.
Full textCosta, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Full textArgento, Amanda, Devin Mill, Victoria Carmichael, Jessica Mettler, and Nancy Heath. "Gamers and Video Games Users: What’s the Difference?" Journal of Interpersonal Relations, Intergroup Relations and Identity 10 (2017): 59–69. http://dx.doi.org/10.33921/cnsq2631.
Full textDenikin, Anton A. "In Support of Video Games." Observatory of Culture, no. 3 (June 28, 2014): 53–59. http://dx.doi.org/10.25281/2072-3156-2014-0-3-53-59.
Full textPietersen, André J., Jan K. Coetzee, Dominika Byczkowska-Owczarek, Florian Elliker, and Leane Ackermann. "Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein." Qualitative Sociology Review 14, no. 4 (2019): 122–37. http://dx.doi.org/10.18778/1733-8077.14.4.08.
Full textProt, Sara, Katelyn A. McDonald, Craig A. Anderson, and Douglas A. Gentile. "Video Games:." Pediatric Clinics of North America 59, no. 3 (2012): 647–58. http://dx.doi.org/10.1016/j.pcl.2012.03.016.
Full textFlaherty, N. "Video games." Electronics Systems and Software 3, no. 5 (2005): 12–15. http://dx.doi.org/10.1049/ess:20050501.
Full text&NA;. "Video Games." Journal of Developmental & Behavioral Pediatrics 13, no. 1 (1992): 53???54. http://dx.doi.org/10.1097/00004703-199202000-00011.
Full textSchueren, Betty. "Video Games." Activities, Adaptation & Aging 8, no. 1 (1986): 49–58. http://dx.doi.org/10.1300/j016v08n01_07.
Full textFUNK, J. "Video Games." Adolescent Medicine Clinics 16, no. 2 (2005): 395–411. http://dx.doi.org/10.1016/j.admecli.2005.02.007.
Full textDissertations / Theses on the topic "And Video Games"
Jensen, Remy. "Video Games: Game AI." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11994.
Full textCasanova, Vilela Alexis Agustin, Márquez Alex Javier León, Infante Cynthia Bertila Mosqueira, and Canales Erick Dyan Pflucker. "Video Games Xchange." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/626325.
Full textRuffino, Paolo. "Gamers' games : narratives of conflict, independence and engagement in video game culture." Thesis, Goldsmiths College (University of London), 2015. http://research.gold.ac.uk/16594/.
Full textBrorsson, David. "Training attention with video games : How playing and training with video games impact attentional networks." Thesis, Högskolan i Skövde, Institutionen för biovetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19464.
Full textStinson, Samuel D. "Writing with Video Games." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1525803463021262.
Full textTisa, Lynda Giselle. "Adolescents and video games what I discovered about authentic learning and video games /." Access to citation, abstract and download form provided by ProQuest Information and Learning Company; downloadable PDF file 0.87Mb, 99 p, 2005. http://wwwlib.umi.com/dissertations/fullcit/3181865.
Full textLaveborn, Joel. "Video Game Vocabulary : The effect of video games on Swedish learners‟ word comprehension." Thesis, Karlstad University, Karlstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5487.
Full textDjordjevic, Jelena. "YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN’S EXPERIENCES OF COMPUTER- AND VIDEO GAMES." Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-26768.
Full textAhmed, Usman, and Inam Ullah. "Video Games Addiction : POSITIVE AND NEGATIVE EFFECTS OF PLAYING VIDEO GAMES ON YOUTH AND CHILDREN." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17237.
Full textAsad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.
Full textBooks on the topic "And Video Games"
Book chapters on the topic "And Video Games"
Ferguson, Christopher J. "Video Games." In Encyclopedia of Adolescence. Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-1695-2_71.
Full textWatson, Steuart T., and Darrell Davis. "Video Games." In Encyclopedia of Child Behavior and Development. Springer US, 2011. http://dx.doi.org/10.1007/978-0-387-79061-9_3025.
Full textFerguson, Christopher J., and Sven Smith. "Video Games." In Encyclopedia of Adolescence. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-33228-4_71.
Full textBryant, Jay. "Video Games." In Java 7 for Absolute Beginners. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3687-0_12.
Full textKlimmt, Christoph, and Daniel Possler. "Video Games." In Media Effects. Routledge, 2019. http://dx.doi.org/10.4324/9780429491146-22.
Full textAndringa, Ronald, and Walter R. Boot. "Video Games." In Theory-Driven Approaches to Cognitive Enhancement. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57505-6_14.
Full textSheinkop, Eric. "Video Games." In Return of the Hustle. Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1007/978-1-137-58202-7_4.
Full textFerguson, Christopher J., and Sven Smith. "Video Games." In Encyclopedia of Adolescence. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-32132-5_71-2.
Full textCorona, Antonio. "Video games." In The Routledge Handbook to the Culture and Media of the Americas. Routledge, 2020. http://dx.doi.org/10.4324/9781351064705-44.
Full textLeick, Karen. "Video Games." In Parents, Media and Panic through the Years. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-98319-6_5.
Full textConference papers on the topic "And Video Games"
Moshirnia, Andrew. "The Educational Potential of Modified Video Games." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3130.
Full textHui, Jason K., and Mark W. Baer. "Interactive Video Games." In 2017 IEEE HISTory of ELectrotechnolgy CONference (HISTELCON). IEEE, 2017. http://dx.doi.org/10.1109/histelcon.2017.8535654.
Full textChang, Mido, Michael Evans, Sunha Kim, Kirby Deater-Deckard, and Anderson Norton. "Educational Video Games and Students' Game Engagement." In 2014 International Conference on Information Science and Applications (ICISA). IEEE, 2014. http://dx.doi.org/10.1109/icisa.2014.6847390.
Full textBeau, Philipp, and Sander Bakkes. "Automated game balancing of asymmetric video games." In 2016 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2016. http://dx.doi.org/10.1109/cig.2016.7860432.
Full textMcPheron, Drew. "Video gaming accessibility." In 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015. http://dx.doi.org/10.1109/cgames.2015.7272966.
Full textShelomi, Matan. "Insects in Video Games." In 2016 International Congress of Entomology. Entomological Society of America, 2016. http://dx.doi.org/10.1603/ice.2016.118289.
Full textVella, Kellie, and Daniel Johnson. "Flourishing and video games." In The 8th Australasian Conference. ACM Press, 2012. http://dx.doi.org/10.1145/2336727.2336746.
Full textPillias, Clément, Raphaël Robert-Bouchard, and Guillaume Levieux. "Designing tangible video games." In CHI '14: CHI Conference on Human Factors in Computing Systems. ACM, 2014. http://dx.doi.org/10.1145/2556288.2556991.
Full textAng, Dennis. "Difficulty in Video Games." In C&C '17: Creativity and Cognition. ACM, 2017. http://dx.doi.org/10.1145/3059454.3078706.
Full textAlonso, Eloi, Maxim Peter, David Goumard, and Joshua Romoff. "Deep Reinforcement Learning for Navigation in AAA Video Games." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/294.
Full textReports on the topic "And Video Games"
Wilken, Michael. Wounded Warrior Games (Video). Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada543110.
Full textAnderson, G. Oscar. Video Games and Americans Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.002.
Full textAnderson, G. Oscar. Video Games: Attitudes and Habits of Adults Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.001.
Full textSinde, J., C. Medrano, and JI Martínez. Transmission of values in adolescents: an analysis with video games. Revista Latina de Comunicación Social, 2015. http://dx.doi.org/10.4185/rlcs-2015-1044en.
Full textMuñoz González, JM, and B. Segovia Aguilar. How do teenagers interact with video games? Preferences and performative skills. Revista Latina de Comunicación Social, 2019. http://dx.doi.org/10.4185/rlcs-2019-1335en.
Full textMartínez-Cano, FJ, R. Cifuentes-Albeza, and B. Ivars Nicolás. Prosocial video games as a transitional space for peace: the case of Reconstrucción. Revista Latina de Comunicación Social, 2019. http://dx.doi.org/10.4185/rlcs-2019-1394en.
Full textHerr, Christopher, and Dennis Allen. Video Games as a Training Tool to Prepare the Next Generation of Cyber Warriors. Defense Technical Information Center, 2014. http://dx.doi.org/10.21236/ada610664.
Full textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. Commercial Off-The-Shelves Video Games for Reducing Stress and Anxiety: A PRISMA Systematic Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2021. http://dx.doi.org/10.37766/inplasy2021.3.0081.
Full textJiménez Alcázar, Juan Francisco. Factions and nations: identity and identification in the historical video games set in the middle ages. Edicions de la Universitat de Lleida, 2021. http://dx.doi.org/10.21001/itma.2021.15.15.
Full textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. The Role of Video Games in Supporting Mental and Physical Health During the COVID-19 Pandemic: PRISMA Systematic Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2021. http://dx.doi.org/10.37766/inplasy2021.8.0053.
Full text