Journal articles on the topic 'Competitive video game'
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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 textWilliams, Deborah A., and Jack O. Jenkins. "Role of Competitive Anxiety in the Performance of Black College Basketball Players." Perceptual and Motor Skills 63, no. 2 (1986): 847–53. http://dx.doi.org/10.2466/pms.1986.63.2.847.
Full textHrabec, Ondřej. "Categorizing Play Styles in Competitive Gaming." International Journal of Gaming and Computer-Mediated Simulations 9, no. 4 (2017): 62–88. http://dx.doi.org/10.4018/ijgcms.2017100104.
Full textDonaldson, Scott. "Mechanics and Metagame." Games and Culture 12, no. 5 (2015): 426–44. http://dx.doi.org/10.1177/1555412015590063.
Full textFaust, Kyle, Joseph Meyer, and Mark D. Griffiths. "Competitive and Professional Gaming." International Journal of Cyber Behavior, Psychology and Learning 3, no. 1 (2013): 67–77. http://dx.doi.org/10.4018/ijcbpl.2013010106.
Full textPearcy, Mark. "America’s Army." International Journal of Gaming and Computer-Mediated Simulations 4, no. 2 (2012): 19–36. http://dx.doi.org/10.4018/jgcms.2012040102.
Full textPuthiyakath, Hashim Hamza, and Manash Pratim Goswami. "Is Over the Top Video Platform the Game Changer over Traditional TV Channels in India? A Niche Analysis." Asia Pacific Media Educator 31, no. 1 (2021): 133–50. http://dx.doi.org/10.1177/1326365x211009639.
Full textKsiadzyna, Michal. "A GLOBALLY COMPETITIVE LOCAL CLUSTER: ANALYSIS OF VIDEO GAME INDUSTRY IN WROCLAW, POLAND." Zeszyty Naukowe Politechniki Częstochowskiej Zarządzanie 32, no. 1 (2018): 214–27. http://dx.doi.org/10.17512/znpcz.2018.4.20.
Full textPetryk, Oleksandr, Alexander Meleshchenko, and Anastasiia Volobuieva. "Esports Clubs’ Work in Media Spaces: Distinctive Features." Current Issues of Mass Communication, no. 28 (2020): 28–42. http://dx.doi.org/10.17721/2312-5160.2020.28.28-42.
Full textPuspitasari, Ira, Elzha Odie Syahputra, Indra Kharisma Raharjana, and Ferry Jie. "The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory." Journal of Information Systems Engineering and Business Intelligence 4, no. 2 (2018): 131. http://dx.doi.org/10.20473/jisebi.4.2.131-138.
Full textThomas Courtier, Devlyn, and John DeLooper. "Hosting a Super Smash Bros. Tournament at the Hudson County Community College Library." Library Hi Tech News 34, no. 1 (2017): 11–16. http://dx.doi.org/10.1108/lhtn-10-2016-0048.
Full textКолісник, О. В., та Є. П. Гула. "ВТІЛЕННЯ КОНЦЕПТІВ ГЕЙМ-ДИЗАЙНУ ПРИ РОЗРОБЛЕННІ ІГРОВОГО ПРОЕКТУ «МАВКА» В УМОВАХ ЗАПИТІВ СУЧАСНОСТІ". Art and Design, № 1 (13 травня 2019): 77–86. http://dx.doi.org/10.30857/2617-0272.2019.1.7.
Full textCho, Yongjoo, and Kyoung Shin Park. "The Chongchong Step Master Game for Gait and Balance Training." Multimodal Technologies and Interaction 4, no. 3 (2020): 56. http://dx.doi.org/10.3390/mti4030056.
Full textMcLean, Lavinia, and Mark D. Griffiths. "Moral Disengagement Strategies in Videogame Players and Sports Players." International Journal of Cyber Behavior, Psychology and Learning 8, no. 4 (2018): 1–25. http://dx.doi.org/10.4018/ijcbpl.2018100101.
Full textWibowo, Tony. "Studi Faktor Pendukung Popularitas Multiplayer Online Battle Arena dengan Pendekatan Kuantitatif." Ultima InfoSys : Jurnal Ilmu Sistem Informasi 12, no. 1 (2021): 1–7. http://dx.doi.org/10.31937/si.v12i1.1951.
Full textLobel, Adam, Rutger C. M. E. Engels, Lisanne L. Stone, and Isabela Granic. "Gaining a competitive edge: Longitudinal associations between children’s competitive video game playing, conduct problems, peer relations, and prosocial behavior." Psychology of Popular Media Culture 8, no. 1 (2019): 76–87. http://dx.doi.org/10.1037/ppm0000159.
Full textAmmannato, Giulio, and Francesca Chiesi. "Playing With Networks." European Journal of Psychological Assessment 36, no. 6 (2020): 973–80. http://dx.doi.org/10.1027/1015-5759/a000608.
Full textGarcía-Lanzo, Samuel, and Andrés Chamarro. "Basic psychological needs, passion and motivations in amateur and semi-professional eSports players." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 36, no. 2 (2021): 59–68. http://dx.doi.org/10.51698/aloma.2018.36.2.59-68.
Full textReitman, Jason Ginsberg. "Distributed Cognition and Temporal Knowledge in League of Legends." International Journal of Gaming and Computer-Mediated Simulations 10, no. 1 (2018): 23–41. http://dx.doi.org/10.4018/ijgcms.2018010102.
Full textDIXON, GORDON, and PETER KARBOULONIS. "DEVELOPMENT AND MARKETING OF INTERACTIVE ENTERTAINMENT SOFTWARE." Journal of Enterprising Culture 08, no. 04 (2000): 411–36. http://dx.doi.org/10.1142/s0218495800000218.
Full textAdachi, Paul J. C., and Teena Willoughby. "The Longitudinal Association Between Competitive Video Game Play and Aggression Among Adolescents and Young Adults." Child Development 87, no. 6 (2016): 1877–92. http://dx.doi.org/10.1111/cdev.12556.
Full textStawarz, Paweł. "Enhancing Game Agent Pathfinding Through Dynamic Graph Reweighting." International Journal of Pattern Recognition and Artificial Intelligence 34, no. 04 (2019): 2059010. http://dx.doi.org/10.1142/s0218001420590107.
Full textFernández-Leo, Antonio, Carlos D. Gómez-Carmona, Javier García-Rubio, and Sergio J. Ibáñez. "Influence of Contextual Variables on Physical and Technical Performance in Male Amateur Basketball: A Case Study." International Journal of Environmental Research and Public Health 17, no. 4 (2020): 1193. http://dx.doi.org/10.3390/ijerph17041193.
Full textRuvalcaba, Omar, Jeffrey Shulze, Angela Kim, Sara R. Berzenski, and Mark P. Otten. "Women’s Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play." Journal of Sport and Social Issues 42, no. 4 (2018): 295–311. http://dx.doi.org/10.1177/0193723518773287.
Full textBanasik, Benjamin Jozef. "Walter Day." Fieldwork in Religion 14, no. 2 (2020): 160–80. http://dx.doi.org/10.1558/firn.40558.
Full textLert-Asavapatra, Pachoke. "THE FACTORS INFLUENCING ATTITUDE OF “ESPORTS” PEOPLE IN BANGKOK, THAILAND." EUrASEANs: journal on global socio-economic dynamics, no. 3(16) (June 25, 2019): 32–40. http://dx.doi.org/10.35678/2539-5645.3(16).2019.32-40.
Full textInoue, Yuki. "Winner-Takes-All or Co-Evolution among Platform Ecosystems: A Look at the Competitive and Symbiotic Actions of Complementors." Sustainability 11, no. 3 (2019): 726. http://dx.doi.org/10.3390/su11030726.
Full textKostiukevych, Viktor, Natalia Shchepotina, and Tetiana Vozniuk. "Monitoring and Analyzing of the Attacks of the Football Team." Teorìâ ta Metodika Fìzičnogo Vihovannâ 20, no. 2 (2020): 68–76. http://dx.doi.org/10.17309/tmfv.2020.2.02.
Full textRazzac, Amal Abdel, Linda Salahaldin, Salah Eddine Elayoubi, Yezekael Hayel, and Tijani Chahed. "A Game Theoretical Real Options Framework for Investment Decisions in Mobile TV Infrastructure." Asia-Pacific Journal of Operational Research 34, no. 04 (2017): 1750014. http://dx.doi.org/10.1142/s0217595917500142.
Full textGernigon, Christophe, Walid Briki, and Katie Eykens. "The Dynamics of Psychological Momentum in Sport: The Role of Ongoing History of Performance Patterns." Journal of Sport and Exercise Psychology 32, no. 3 (2010): 377–400. http://dx.doi.org/10.1123/jsep.32.3.377.
Full textScanlan, Aaron T., Ben J. Dascombe, Andrew P. Kidcaff, Jessica L. Peucker, and Vincent J. Dalbo. "Gender-Specific Activity Demands Experienced During Semiprofessional Basketball Game Play." International Journal of Sports Physiology and Performance 10, no. 5 (2015): 618–25. http://dx.doi.org/10.1123/ijspp.2014-0407.
Full textNabli, Mohamed Ali, Nidhal Ben Abdelkrim, Imed Jabri, Tahar Batikh, Carlo Castagna, and Karim Chamari. "Fitness Field Tests’ Correlation With Game Performance in U-19-Category Basketball Referees." International Journal of Sports Physiology and Performance 11, no. 8 (2016): 1005–11. http://dx.doi.org/10.1123/ijspp.2015-0276.
Full textGawrysiak, Joey, Rick Burton, Seth Jenny, and Dylan Williams. "Using Esports Efficiently to Enhance and Extend Brand Perceptions – A Literature Review." Physical Culture and Sport. Studies and Research 86, no. 1 (2020): 1–14. http://dx.doi.org/10.2478/pcssr-2020-0008.
Full textMcDonald, Kelsey R., John M. Pearson, and Scott A. Huettel. "Dorsolateral and dorsomedial prefrontal cortex track distinct properties of dynamic social behavior." Social Cognitive and Affective Neuroscience 15, no. 4 (2020): 383–93. http://dx.doi.org/10.1093/scan/nsaa053.
Full textSchmierbach, Mike, Qian Xu, Anne Oeldorf-Hirsch, and Frank E. Dardis. "Electronic Friend or Virtual Foe: Exploring the Role of Competitive and Cooperative Multiplayer Video Game Modes in Fostering Enjoyment." Media Psychology 15, no. 3 (2012): 356–71. http://dx.doi.org/10.1080/15213269.2012.702603.
Full textMyers, Brian. "Friends With Benefits: Plausible Optimism and the Practice of Teabagging in Video Games." Games and Culture 14, no. 7-8 (2017): 763–80. http://dx.doi.org/10.1177/1555412017732855.
Full textHamari, Juho, and Max Sjöblom. "What is eSports and why do people watch it?" Internet Research 27, no. 2 (2017): 211–32. http://dx.doi.org/10.1108/intr-04-2016-0085.
Full textWalkowski, Maciej, and Weronika Kempińska. "Characteristics of the Chinese Gaming and Esports Market. Applications for Polish Game Manufacturers." Przegląd Politologiczny, no. 3 (September 15, 2020): 87–108. http://dx.doi.org/10.14746/pp.2020.25.3.7.
Full textStrikalenko, E., O. Shalar, R. Andrieieva, and I. Zhosan. "Peculiarities of technical and tactical actions of female volleyball players of different playing roles of VK “Muroy”." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 4(124) (September 4, 2020): 86–93. http://dx.doi.org/10.31392/npu-nc.series15.2020.4(124).17.
Full textMorris-Binelli, Khaya, Sean Müller, and Peter Fadde. "Use of Pitcher Game Footage to Measure Visual Anticipation and Its Relationship to Baseball Batting Statistics." Journal of Motor Learning and Development 6, no. 2 (2018): 197–208. http://dx.doi.org/10.1123/jmld.2017-0015.
Full textSobko, I. N. "The preparation for the year main competition teams in basketball with hearing impairments with innovative technologies." Physical education of students 18, no. 5 (2014): 30–37. http://dx.doi.org/10.15561/20755279.2014.0506.
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