Journal articles on the topic 'Computer game studies'
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Vesa, Mikko, Juho Hamari, J. Tuomas Harviainen, and Harald Warmelink. "Computer Games and Organization Studies." Organization Studies 38, no. 2 (2016): 273–84. http://dx.doi.org/10.1177/0170840616663242.
Full textNagenborg, Michael. "Handbook of computer game studies." International Review of Information Ethics 4 (December 1, 2005): 67–68. http://dx.doi.org/10.29173/irie176.
Full textEskelinen, Markku. "Towards computer game studies." Digital Creativity 12, no. 3 (2001): 175–83. http://dx.doi.org/10.1076/digc.12.3.175.3232.
Full textCampagna, Federico. "Games | Game Design | Game Studies: An Introduction." Design Issues 34, no. 2 (2018): 83–84. http://dx.doi.org/10.1162/desi_r_00488.
Full textCrogan, Patrick. "The Game Thing: Ludology and other Theory Games." Media International Australia 110, no. 1 (2004): 10–18. http://dx.doi.org/10.1177/1329878x0411000104.
Full textKirkpatrick, Graeme. "Computer game studies at Northumbria University." Computers in Entertainment 2, no. 1 (2004): 6. http://dx.doi.org/10.1145/973801.973812.
Full textTseng, Fan-Chen, and Ching-I. Teng. "Online Gamers' Preferences for Online Game Charging Mechanisms." International Journal of E-Business Research 11, no. 1 (2015): 23–34. http://dx.doi.org/10.4018/ijebr.2015010102.
Full textMoore, Christopher. "Mapping Persona and Games." Persona Studies 6, no. 2 (2021): 1–6. http://dx.doi.org/10.21153/psj2020vol6no2art1038.
Full textClapperton, Dale. "Electronic Contracts: A Law Unto Themselves?" Media International Australia 130, no. 1 (2009): 102–11. http://dx.doi.org/10.1177/1329878x0913000112.
Full textZhonggen, Yu. "Comparative Effectiveness Between Game-Enhanced and Pencil-and-Paper English Vocabulary Learning Approaches." International Journal of Gaming and Computer-Mediated Simulations 10, no. 2 (2018): 1–20. http://dx.doi.org/10.4018/ijgcms.2018040101.
Full textCaldwell, Nicholas. "Theoretical Frameworks for Analysing Turn-Based Computer Strategy Games." Media International Australia 110, no. 1 (2004): 42–51. http://dx.doi.org/10.1177/1329878x0411000107.
Full textScacchi, Walt. "Modding as an Open Source Approach to Extending Computer Game Systems." International Journal of Open Source Software and Processes 3, no. 3 (2011): 36–47. http://dx.doi.org/10.4018/jossp.2011070103.
Full textNosachev, Pavel G. "GAME OCCULTURE: WESTERN ESOTERICISM AND ADVENTURE COMPUTER GAMES." Study of Religion, no. 2 (2018): 131–39. http://dx.doi.org/10.22250/2072-8662.2018.2.131-139.
Full textPötzsch, Holger, and Vít Šisler. "Playing Cultural Memory: Framing History in Call of Duty: Black Ops and Czechoslovakia 38-89: Assassination." Games and Culture 14, no. 1 (2016): 3–25. http://dx.doi.org/10.1177/1555412016638603.
Full textGang, Chai, and Xiao Yu Huang. "A Novel 3D Game Design Method Based on Virtools Platform." Key Engineering Materials 480-481 (June 2011): 956–61. http://dx.doi.org/10.4028/www.scientific.net/kem.480-481.956.
Full textNdalianis, Angela. "Review: More Than a Game: The Computer Game as Fictional Form." Media International Australia 115, no. 1 (2005): 136–37. http://dx.doi.org/10.1177/1329878x0511500113.
Full textTomkinson, Sian. "Video games through the refrain: Innovation and familiarity." Journal of Gaming & Virtual Worlds 12, no. 3 (2020): 287–302. http://dx.doi.org/10.1386/jgvw_00020_1.
Full textSwiderska, Aleksandra, Eva G. Krumhuber, and Arvid Kappas. "Behavioral and Physiological Responses to Computers in the Ultimatum Game." International Journal of Technology and Human Interaction 15, no. 1 (2019): 33–45. http://dx.doi.org/10.4018/ijthi.2019010103.
Full textUnderberg, Natalie M. "The Turkey Maiden Educational Computer Game." Folklore 119, no. 2 (2008): 201–17. http://dx.doi.org/10.1080/00155870802057009.
Full textLeng, Ho Keat, Ibrahim Mohamad Rozmand, Yu Hong Low, and Yi Xian Philip Phua. "Effect of Social Environment on Brand Recall in Sports Video Games." International Journal of Gaming and Computer-Mediated Simulations 13, no. 1 (2021): 1–11. http://dx.doi.org/10.4018/ijgcms.20210101.oa1.
Full textShaw, Adrienne. "What Is Video Game Culture? Cultural Studies and Game Studies." Games and Culture 5, no. 4 (2010): 403–24. http://dx.doi.org/10.1177/1555412009360414.
Full textCarrillo Masso, Isamar. "Developing a methodology for corpus-based computer game studies." Journal of Gaming & Virtual Worlds 1, no. 2 (2009): 143–69. http://dx.doi.org/10.1386/jgvw.1.2.143/7.
Full textDenzler, Markus, Michael Häfner, and Jens Förster. "He Just Wants to Play." Personality and Social Psychology Bulletin 37, no. 12 (2011): 1644–54. http://dx.doi.org/10.1177/0146167211421176.
Full textScriven, Paul. "The Phenomenology of the “Other” in Computer Game Worlds." Games and Culture 13, no. 2 (2015): 193–210. http://dx.doi.org/10.1177/1555412015615294.
Full textFIALÍK, IVAN. "SEPARATION BETWEEN CLASSICAL AND QUANTUM WINNING STRATEGIES FOR THE MATCHING GAME." International Journal of Foundations of Computer Science 19, no. 06 (2008): 1449–59. http://dx.doi.org/10.1142/s0129054108006388.
Full textAreizaga Blanco, Ander, and Henrik Engström. "Patterns in Mainstream Programming Games." International Journal of Serious Games 7, no. 1 (2020): 97–126. http://dx.doi.org/10.17083/ijsg.v7i1.335.
Full textCarbone, Marco Benoît, Paolo Ruffino, and Stéphane Massonet. "Introduction: The Other Caillois: The Many Masks of Game Studies." Games and Culture 12, no. 4 (2017): 303–20. http://dx.doi.org/10.1177/1555412016685630.
Full textBelmonte Avila, Juan F. "Push, Press, Become: Tactility Linked to Identity Configurations in Video Games." Senses, emotions and artefacts: relational approaches, no. 25 (January 15, 2020): 1–10. http://dx.doi.org/10.7238/d.v0i25.3163.
Full textViktorovna Grishina, Anna, and Elena Nikolaevna Volkova. "Psychological Factors for Computer Game Addiction of Young Adolescents." International Journal of Engineering & Technology 7, no. 3.14 (2018): 327. http://dx.doi.org/10.14419/ijet.v7i3.14.17019.
Full textMüller, Amanda, Jeong-Bae Son, Kazunori Nozawa, and Reza Dashtestani. "Learning English Idioms With a Web-Based Educational Game." Journal of Educational Computing Research 56, no. 6 (2017): 848–65. http://dx.doi.org/10.1177/0735633117729292.
Full textBiercewicz, Konrad, Mariusz Borawski, and Jarosław Duda. "Method for Selecting an Engagement Index for a Specific Type of Game Using Cognitive Neuroscience." International Journal of Computer Games Technology 2020 (August 18, 2020): 1–19. http://dx.doi.org/10.1155/2020/2450651.
Full textSzykman, Alexandre Greluk, André Luiz Brandão, and João Paulo Gois. "Development of a Gesture-Based Game Applying Participatory Design to Reflect Values of Manual Wheelchair Users." International Journal of Computer Games Technology 2018 (September 6, 2018): 1–19. http://dx.doi.org/10.1155/2018/2607618.
Full textGrimshaw, Mark. "Player relationships as mediated through sound in immersive multi-player computer games." Comunicar 17, no. 34 (2010): 73–81. http://dx.doi.org/10.3916/c34-2010-02-07.
Full textWolf, Mark J. P. "Game Studies and Beyond." Games and Culture 1, no. 1 (2006): 116–18. http://dx.doi.org/10.1177/1555412005281787.
Full textNugraha, Febby Fajar. "INTERACTIVE MULTIMEDIA USE OF GAMES MODEL ON IPS SCHOOL STUDY LIST." PrimaryEdu - Journal of Primary Education 1, no. 1 (2017): 17. http://dx.doi.org/10.22460/pej.v1i1.421.
Full textWeibel, David, and Bartholomäus Wissmath. "Immersion in Computer Games: The Role of Spatial Presence and Flow." International Journal of Computer Games Technology 2011 (2011): 1–14. http://dx.doi.org/10.1155/2011/282345.
Full textHarviainen, J. Tuomas, Ashley M. L. Brown, and Jaakko Suominen. "Three Waves of Awkwardness: A Meta-Analysis of Sex in Game Studies." Games and Culture 13, no. 6 (2016): 605–23. http://dx.doi.org/10.1177/1555412016636219.
Full textBen Rebah, Hassen, and Rachid Ben slama. "The educational effectiveness of serious games." Médiations et médiatisations, no. 2 (November 15, 2019): 131–55. http://dx.doi.org/10.52358/mm.vi2.97.
Full textJohnson, Mark R., and Jamie Woodcock. "Fighting games and Go." Thesis Eleven 138, no. 1 (2017): 26–45. http://dx.doi.org/10.1177/0725513616689399.
Full textSanchez, Diana R., and Markus Langer. "Video Game Pursuit (VGPu) Scale Development: Designing and Validating a Scale With Implications for Game-Based Learning and Assessment." Simulation & Gaming 51, no. 1 (2019): 55–86. http://dx.doi.org/10.1177/1046878119882710.
Full textCameron, David, and John Carroll. "‘The Story So Far …’: The Researcher as a Player in Game Analysis." Media International Australia 110, no. 1 (2004): 62–72. http://dx.doi.org/10.1177/1329878x0411000109.
Full textWitkowski, Emma. "Sensuous proximity in research methods with expert teams, media sports, and esports practices." MedieKultur: Journal of media and communication research 34, no. 64 (2018): 21. http://dx.doi.org/10.7146/mediekultur.v34i64.97014.
Full textDuven, E., K. W. Müller, and K. Wölfling. "Internet and computer game addiction - a review of current neuroscientific research." European Psychiatry 26, S2 (2011): 416. http://dx.doi.org/10.1016/s0924-9338(11)72124-1.
Full textDunbar, Norah E., Matthew L. Jensen, Claude H. Miller, et al. "Mitigation of Cognitive Bias with a Serious Game." International Journal of Game-Based Learning 7, no. 4 (2017): 86–100. http://dx.doi.org/10.4018/ijgbl.2017100105.
Full textGundry, David, and Sebastian Deterding. "Validity Threats in Quantitative Data Collection With Games: A Narrative Survey." Simulation & Gaming 50, no. 3 (2018): 302–28. http://dx.doi.org/10.1177/1046878118805515.
Full textLinderoth, Jonas, and Björn Sjöblom. "Being an Educator and Game Developer: The Role of Pedagogical Content Knowledge in Non-Commercial Serious Games Production." Simulation & Gaming 50, no. 6 (2019): 771–88. http://dx.doi.org/10.1177/1046878119873023.
Full textWang, Mingyan, Hang Ren, Wei Huang, Taiwei Yan, Jiewei Lei, and Jiayang Wang. "An efficient AI-based method to play the Mahjong game with the knowledge and game-tree searching strategy." ICGA Journal 43, no. 1 (2021): 2–25. http://dx.doi.org/10.3233/icg-210179.
Full textAnisimova, A. T. "Phenomenon of computer game in translation discourse." Scientific bulletin of the Southern Institute of Management, no. 2 (August 2, 2018): 82–86. http://dx.doi.org/10.31775/2305-3100-2018-2-82-86.
Full textKriz, Willy C., J. Tuomas Harviainen, and Timothy C. Clapper. "Game Science: Foundations and Perspectives." Simulation & Gaming 49, no. 3 (2018): 199–206. http://dx.doi.org/10.1177/1046878118781631.
Full textBrand, Jeffrey, and Mark Finn. "Informing Our Own Choices: A Proposal for User-Generated Classification." Media International Australia 130, no. 1 (2009): 112–26. http://dx.doi.org/10.1177/1329878x0913000113.
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