Academic literature on the topic 'Competitive video game'
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Journal articles on the topic "Competitive video game"
Dickmeis, Anne, and Keith Roe. "Genres matter: Video games as predictors of physical aggression among adolescents." Communications 44, no. 1 (2019): 105–29. http://dx.doi.org/10.1515/commun-2018-2011.
Full textGriffiths, Robert P., Matthew S. Eastin, and Vincent Cicchirillo. "Competitive Video Game Play." Communication Research 43, no. 4 (2015): 468–86. http://dx.doi.org/10.1177/0093650214565895.
Full textHawk, Christopher E., and Robert D. Ridge. "Is It Only the Violence?" Journal of Media Psychology 33, no. 3 (2021): 134–44. http://dx.doi.org/10.1027/1864-1105/a000291.
Full textKristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.
Full textTrepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.
Full textRoebuck, Andrew J., Aurora J. B. Dubnyk, David Cochran, Regan L. Mandryk, John G. Howland, and Victoria Harms. "Competitive action video game players display rightward error bias during on-line video game play." Laterality: Asymmetries of Body, Brain and Cognition 23, no. 5 (2017): 505–16. http://dx.doi.org/10.1080/1357650x.2017.1374965.
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 textHosokawa, Takayuki, and Masataka Watanabe. "Primate prefrontal neuronal activity during a competitive video game." Neuroscience Research 58 (January 2007): S15. http://dx.doi.org/10.1016/j.neures.2007.06.084.
Full textErickson, Luke V., and Dorothy Sammons-Lohse. "Learning through video games: The impacts of competition and cooperation." E-Learning and Digital Media 18, no. 1 (2020): 1–17. http://dx.doi.org/10.1177/2042753020949983.
Full textJohnson, Mark R., and Jamie Woodcock. "The impacts of live streaming and Twitch.tv on the video game industry." Media, Culture & Society 41, no. 5 (2018): 670–88. http://dx.doi.org/10.1177/0163443718818363.
Full textDissertations / Theses on the topic "Competitive video game"
Rzicznek, 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 textFerm, Alexander, and Galle Simon. "Testing e-sport athletes : A study on competitive gaming." Thesis, Gymnastik- och idrottshögskolan, GIH, Institutionen för idrotts- och hälsovetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:gih:diva-3332.
Full textShiflet, Matthew. "Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports Industries." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1555957153106043.
Full textBesombes, Nicolas. "Sport électronique, agressivité motrice et sociabilités." Thesis, Sorbonne Paris Cité, 2016. http://www.theses.fr/2016USPCB117/document.
Full textShoemaker, Broderick James. "Competitive multi-player video games." Thesis, Boston University, 2006. https://hdl.handle.net/2144/27769.
Full textSmith, Peter. "Cooperative vs Competitive Goals in Educational Video Games." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5508.
Full textMcLean, David Parsons. "It's in the Game: The effect of Competition and Cooperation on Anti-Social Behavior in Online Video Games." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/71667.
Full textGriffiths, Robert P. "Cyber athletes: identification, competition, and affect implications." The Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=osu1180009007.
Full textGriffiths, Robert Peter. "Cyber athletes identification, competition, and affect implication /." Columbus, Ohio : Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1180009007.
Full textHawk, Christopher Edward. "Effects of Competition in Violent and Nonviolent Video Games on Aggressive/Prosocial Behavior." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7306.
Full textBooks on the topic "Competitive video game"
Game boys: Triumph, heartbreak, and the quest for cash in the battleground of competitive videogaming. Penguin Group, 2009.
Find full textFighting Game Esports: The Competitive Gaming World of Super Smash Bros. , Street Fighter, and More! Capstone, 2019.
Find full textFighting Game Esports: The Competitive Gaming World of Super Smash Bros. , Street Fighter, and More! Capstone, 2019.
Find full textPaavilainen, Janne, Hannu Korhonen, Elina Koskinen, and Kati Alha. Heuristic evaluation of playability. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0015.
Full textBook of Esports: The Definitive Guide to Competitive Video Games. RosettaBooks, 2020.
Find full textFirst-Person Action Esports: The Competitive Gaming World of Overwatch, Counter-Strike, and More! Capstone, 2019.
Find full textFirst-Person Action Esports: The Competitive Gaming World of Overwatch, Counter-Strike, and More! Capstone, 2019.
Find full textOnline Battle Arena Esports: The Competitive Gaming World of League of Legends, Dota 2, and More! Capstone, 2019.
Find full textOnline Battle Arena Esports: The Competitive Gaming World of League of Legends, Dota 2, and More! Capstone, 2019.
Find full textDreunen, Joost Van. One up - Creativity, Competition, and the Global Business of Video Games. Columbia University Press, 2020.
Find full textBook chapters on the topic "Competitive video game"
Rodrigues, Eulerson, and Ernesto Filgueiras. "eSports: How Do Video Game Aspects Define Competitive Gaming Streams and Spectatorship." In Design, User Experience, and Usability. Design for Contemporary Interactive Environments. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49760-6_36.
Full textLlerena, Patrick, Thierry Burger-Helmchen, and Patrick Cohendet. "Division of labor and division of knowledge: A case study of innovation in the video game industry." In Schumpeterian Perspectives on Innovation, Competition and Growth. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-540-93777-7_18.
Full text"Video Game Consoles." In Advances in Business Strategy and Competitive Advantage. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-6513-2.ch010.
Full textDaidj, Nabyla. "Video Game Consoles." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch044.
Full textWest, Christopher Adam, J. Vincent Nix, and Krystal M. Hinerman. "Game Changers." In Advances in E-Business Research. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7300-6.ch010.
Full textVargas-Iglesias, Juan J. "An Epistemology of the Event for the Digital Media." In Advances in Business Strategy and Competitive Advantage. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3119-8.ch009.
Full text"Game Not Over: Competitive Dynamics in the Video Game Industry." In The Business of Culture. Psychology Press, 2006. http://dx.doi.org/10.4324/9781410615565-14.
Full textJensen, Lucas John, Daisyane Barreto, and Keri Duncan Valentine. "Toward Broader Definitions of “Video Games”." In Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0261-6.ch001.
Full textFoster, Lisa Brianne, and Robert Andrew Dunn. "Marketing to Gamers." In Advances in Business Strategy and Competitive Advantage. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2963-8.ch008.
Full textPérez-Gómez, Miguel Ángel. "Augmented Reality and Franchising." In Advances in Business Strategy and Competitive Advantage. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3119-8.ch007.
Full textConference papers on the topic "Competitive video game"
Palomo-Duarte, Manuel, Juan Manuel Dodero, José Tomás Tocino, Antonio García-Domínguez, and Antonio Balderas. "Competitive evaluation in a video game development course." In the 17th ACM annual conference. ACM Press, 2012. http://dx.doi.org/10.1145/2325296.2325371.
Full textGratch, Jonathan, Lin Cheng, Stacy Marsella, and Jill Boberg. "Felt emotion and social context determine the intensity of smiles in a competitive video game." In 2013 10th IEEE International Conference on Automatic Face & Gesture Recognition (FG 2013). IEEE, 2013. http://dx.doi.org/10.1109/fg.2013.6553792.
Full textKudinova, Yuliya Viktorovna. "PROTECTIVE ACTIONS IN VOLLEYBALL-THE BASIS OF ATTRACTIVENESS AND ENTERTAINMENT OF THE GAME PROCESS." In Russian science: actual researches and developments. Samara State University of Economics, 2020. http://dx.doi.org/10.46554/russian.science-2020.03-1-522/524.
Full textDomínguez, Adrián, Luis de-Marcos, and José-Javier Martínez-Herráiz. "Effects of Competitive and Cooperative Classroom Response Systems on Quiz Performance and Programming Skills in a Video Game Programming Course." In ITiCSE '20: Innovation and Technology in Computer Science Education. ACM, 2020. http://dx.doi.org/10.1145/3341525.3387393.
Full textGaina, Raluca D., Diego Perez-Liebana, and Simon M. Lucas. "General Video Game for 2 players: Framework and competition." In 2016 8th Computer Science and Electronic Engineering (CEEC). IEEE, 2016. http://dx.doi.org/10.1109/ceec.2016.7835911.
Full textBaldwin, Alexander, Daniel Johnson, Peta Wyeth, and Penny Sweetser. "A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games." In 2013 IEEE International Games Innovation Conference (IGIC). IEEE, 2013. http://dx.doi.org/10.1109/igic.2013.6659150.
Full textWang, Lun, Zaynah Javed, Xian Wu, Wenbo Guo, Xinyu Xing, and Dawn Song. "BACKDOORL: Backdoor Attack against Competitive Reinforcement Learning." 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.2021/509.
Full textJuliani, Arthur, Ahmed Khalifa, Vincent-Pierre Berges, et al. "Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/373.
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