Academic literature on the topic 'Computer games Video games'
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Journal articles on the topic "Computer games 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 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 textColăcel, Onoriu. "Speech Acts in Post-Apocalyptic Games: The Last of Us (2014)." Messages, Sages, and Ages 4, no. 1 (2017): 41–50. http://dx.doi.org/10.1515/msas-2017-0004.
Full textYeltsova, S., and L. Alaeva. "LOCALIZATION OF COMPUTER VIDEO GAMES." International Humanitarian University Herald. Philology 4, no. 43 (2019): 60–63. http://dx.doi.org/10.32841/2409-1154.2019.43.4.14.
Full textSevin, Rebecca, and Whitney Decamp. "From Playing to Programming: The Effect of Video Game Play on Confidence with Computers and an Interest in Computer Science." Sociological Research Online 21, no. 3 (2016): 14–23. http://dx.doi.org/10.5153/sro.4082.
Full textDel-Moral, M. Esther, and Christian RodrÍguez-GonzÁlez. "War Video Games." Journal on Computing and Cultural Heritage 13, no. 4 (2020): 1–13. http://dx.doi.org/10.1145/3404196.
Full textChernikova, Angelina, and Murilo Branco. "Product placement in computer/video games: an analysis of the impact on customers purchasing decision." Innovative Marketing 15, no. 3 (2019): 60–70. http://dx.doi.org/10.21511/im.15(3).2019.05.
Full textKnight, James F. "Acceptability of Video Games Technology for Medical Emergency Training." International Journal of Gaming and Computer-Mediated Simulations 5, no. 4 (2013): 86–99. http://dx.doi.org/10.4018/ijgcms.2013100105.
Full textBogacheva, N. V., and A. E. Voiskounsky. "Computer games and creativity: the positive aspects and negative trends." Современная зарубежная психология 6, no. 4 (2017): 29–40. http://dx.doi.org/10.17759/jmfp.2017060403.
Full textDissertations / Theses on the topic "Computer games Video games"
Djordjevic, 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 textYan, Jingjing. "Gender and computer games / video games : girls’ perspective orientation." Thesis, Gotland University, Institutionen för humaniora och samhällsvetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-575.
Full textKubik, Erica. "From girlfriend to gamer negotiating place in the hardcore/casual divide of online video game communities /." Bowling Green, Ohio : Bowling Green State University, 2010. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1260391480.
Full textKoffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.
Full textTran, Chris Wang Zuoming. "What's real anymore a comparison of World of Warcraft, secondlife and online experiences /." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-10976.
Full textMubireek, Khalid Al. "Gender-oriented vs. gender-neutral computer games in education." Connect to this title online, 2003. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1056139090.
Full textTulloch, Rowan Christopher English Media & Performing Arts Faculty of Arts & Social Sciences UNSW. "Powerplay: video games, subjectivity and culture." Publisher:University of New South Wales. English, Media, & Performing Arts, 2009. http://handle.unsw.edu.au/1959.4/43519.
Full textStinson, Samuel D. "Writing with Video Games." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1525803463021262.
Full textCooley, Benjamin. "Detecting Learning Styles in Video Games." DigitalCommons@CalPoly, 2015. https://digitalcommons.calpoly.edu/theses/1369.
Full textWibom, Martin. "Exploration of smell rehabilitation video games." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45926.
Full textBooks on the topic "Computer games Video games"
Fencott, P. C. Game invaders: The theory and understanding of computer games. Wiley, 2012.
Find full textLeo, Hartas, ed. Collins game art: The graphic art of computer games. Collins, 2003.
Find full textInc, Blockbuster. Blockbuster secret codes, 2000: Nintendo 64, PlayStation, Game Boy. Brady Pub., 1999.
Find full textBook chapters on the topic "Computer games Video games"
Bryce, Jo, and Linda K. Kaye. "Computer and Video Games." In Media Psychology. Macmillan Education UK, 2011. http://dx.doi.org/10.1007/978-0-230-35720-4_7.
Full textKoenitz, Hartmut. "Narrative in Video Games." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_154-1.
Full textMukherjee, Souvik. "Machinic Stories: The Literature Machine, Technicity and the Computer Game." In Video Games and Storytelling. Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525055_2.
Full textGonzález Sánchez, José L., Rosa M. Gil Iranzo, and Francisco L. Gutiérrez Vela. "Enriching Evaluation in Video Games." In Human-Computer Interaction – INTERACT 2011. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23768-3_72.
Full textRuffino, Paolo. "A Theory of Non-existent Video Games: Semiotic and Video Game Theory." In Computer Games and New Media Cultures. Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_7.
Full textYee-King, Matthew, and Igor Dall’Avanzi. "Procedural Audio in Video Games." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_271-1.
Full textLederman, Jaci Lee. "STEM Learning Through Video Games." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_328-1.
Full textHannula, Rama, Aapo Nikkilä, and Kostas Stefanidis. "GameRecs: Video Games Group Recommendations." In Communications in Computer and Information Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-30278-8_49.
Full textMorazán, Marco T. "Functional Video Games in CS1 II." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-32037-8_10.
Full textMorazán, Marco T. "Functional Video Games in CS1 III." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-45340-3_10.
Full textConference papers on the topic "Computer games Video games"
McPheron, 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 textBachelder, Steven, Rajesh Santhanam, Masaki Hayashi, and Masayuki Nakajima. "Engagement in Computer and Video Games." In 2013 International Conference on Cyberworlds (CW). IEEE, 2013. http://dx.doi.org/10.1109/cw.2013.77.
Full textHristov, Georgi, and Diyana Kinaneva. "A Workflow for Developing Game Assets for Video Games." In 2021 3rd International Congress on Human-Computer Interaction, Optimization and Robotic Applications (HORA). IEEE, 2021. http://dx.doi.org/10.1109/hora52670.2021.9461355.
Full textWilcox-Netepczuk, Daniel. "Immersion and realism in video games - The confused moniker of video game engrossment." In 2013 18th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES). IEEE, 2013. http://dx.doi.org/10.1109/cgames.2013.6632613.
Full textMarques, Bradley R. C., Stephen P. Levitt, and Ken J. Nixon. "Software visualisation through video games." In the South African Institute for Computer Scientists and Information Technologists Conference. ACM Press, 2012. http://dx.doi.org/10.1145/2389836.2389861.
Full textKrahenbuhl, Philipp. "Free Supervision from Video Games." In 2018 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). IEEE, 2018. http://dx.doi.org/10.1109/cvpr.2018.00312.
Full textWang, Richert, and Vincent Olivieri. "Sound Design for Video Games." In SIGCSE '18: The 49th ACM Technical Symposium on Computer Science Education. ACM, 2018. http://dx.doi.org/10.1145/3159450.3159577.
Full textNagataki, Hiroyuki. "Learning computer science by watching video games." In the 9th Workshop in Primary and Secondary Computing Education. ACM Press, 2014. http://dx.doi.org/10.1145/2670757.2670770.
Full textJohnson, Daniel, and John Gardner. "Personality, motivation and video games." In the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia. ACM Press, 2010. http://dx.doi.org/10.1145/1952222.1952281.
Full textFahrbach, Matthew, Jerzy W. Jaromczyk, Roy David Mobley, and Neil Moore. "Video game bots as a theme for student software competitions." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934158.
Full textReports on the topic "Computer games 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 textLily Gullion, Lily Gullion. Understanding Teamwork Using Computer Games. Experiment, 2015. http://dx.doi.org/10.18258/4913.
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 textJane Hornickel, Jane Hornickel. Educational computer games: How long do benefits last? Experiment, 2014. http://dx.doi.org/10.18258/2780.
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 textMay, John W., and Jr. Computer Simulations and the Army War College, Where Are the Games. Defense Technical Information Center, 1990. http://dx.doi.org/10.21236/ada223289.
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.
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