Journal articles on the topic 'Computer games Video games Sound'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 journal articles for your research on the topic 'Computer games Video games Sound.'
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.
Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.
Belmonte 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 textRobb, James, Tom Garner, Karen Collins, and Lennart E. Nacke. "The Impact of Health-Related User Interface Sounds on Player Experience." Simulation & Gaming 48, no. 3 (2017): 402–27. http://dx.doi.org/10.1177/1046878116688236.
Full textFernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.
Full textHambleton, Elizabeth. "Gray Areas." Journal of Sound and Music in Games 1, no. 1 (2020): 20–43. http://dx.doi.org/10.1525/jsmg.2020.1.1.20.
Full textDesainte-Catherine, Myriam, Gyorgy Kurtag, Sylvain Marchand, Catherine Semal, and Pierre Hanna. "Playing with sounds as playing video games." Computers in Entertainment 2, no. 2 (2004): 16. http://dx.doi.org/10.1145/1008213.1008239.
Full textPolcyn, Sylwia. "The evolution of free time throughout history. Video games as a modern leisure activity." Biuletyn Historii Wychowania, no. 38 (October 11, 2019): 187–200. http://dx.doi.org/10.14746/bhw.2018.38.12.
Full textCornfeld, Li, Victoria Simon, and Jonathan Sterne. "Legitimating Media: Shakespeare’s Awkward Travels Through Video Games and Twitter." Communication, Culture and Critique 11, no. 3 (2018): 418–35. http://dx.doi.org/10.1093/ccc/tcy015.
Full textMcGloin, Rory, and Marina Krcmar. "The Impact of Controller Naturalness on Spatial Presence, Gamer Enjoyment, and Perceived Realism in a Tennis Simulation Video Game." Presence: Teleoperators and Virtual Environments 20, no. 4 (2011): 309–24. http://dx.doi.org/10.1162/pres_a_00053.
Full textBöttcher, Niels, Héctor P. Martínez, and Stefania Serafin. "Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception." International Journal of Computer Games Technology 2013 (2013): 1–16. http://dx.doi.org/10.1155/2013/371374.
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 textNie, Sen, and Yan Liu. "Analysis of Application of Digital Media Arts." Advanced Materials Research 989-994 (July 2014): 4223–25. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.4223.
Full textWeinel, Jonathan, Stuart Cunningham, Darryl Griffiths, Shaun Roberts, and Richard Picking. "Affective Audio." Leonardo Music Journal 24 (December 2014): 17–20. http://dx.doi.org/10.1162/lmj_a_00189.
Full textShelstad, William J., Dustin C. Smith, and Barbara S. Chaparro. "Gaming on the Rift: How Virtual Reality Affects Game User Satisfaction." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (2017): 2072–76. http://dx.doi.org/10.1177/1541931213602001.
Full textSetiyadi, Didik, Mutia Khoirunnisa, and Syahbaniar Rofiah. "Pembelajaran Interaktif Dasar Pengelompokan Hewan Dengan Metode Computer Based Intruction." PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic 7, no. 1 (2019): 13–22. http://dx.doi.org/10.33558/piksel.v7i1.1665.
Full textCeccon Ribeiro, Paula, Melissa L. Biles, Charles Lang, Claudio Silva, and Jan L. Plass. "Visualizing log-file data from a game using timed word trees." Information Visualization 17, no. 3 (2017): 183–95. http://dx.doi.org/10.1177/1473871617720810.
Full textAlraddadi, Safaa, Fahad Alqurashi, Georgios Tsaramirsis, Amany Al Luhaybi, and Seyed M. Buhari. "Aroma Release of Olfactory Displays Based on Audio-Visual Content." Applied Sciences 9, no. 22 (2019): 4866. http://dx.doi.org/10.3390/app9224866.
Full textLee, Lai-Chung, and Kuang-Chung Hao. "Designing and Evaluating Digital Game-Based Learning with the ARCS Motivation Model, Humor, and Animation." International Journal of Technology and Human Interaction 11, no. 2 (2015): 80–95. http://dx.doi.org/10.4018/ijthi.2015040105.
Full textde la Peña, Nonny, Peggy Weil, Joan Llobera, et al. "Immersive Journalism: Immersive Virtual Reality for the First-Person Experience of News." Presence: Teleoperators and Virtual Environments 19, no. 4 (2010): 291–301. http://dx.doi.org/10.1162/pres_a_00005.
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 textGärdenfors, Dan. "Designing sound-based computer games." Digital Creativity 14, no. 2 (2003): 111–14. http://dx.doi.org/10.1076/digc.14.2.111.27863.
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 textde Aguilera, Miguel, and Alfonso Mendiz. "Video games and education." Computers in Entertainment 1, no. 1 (2003): 1–10. http://dx.doi.org/10.1145/950566.950583.
Full textCoulombe, Michael J., and Jayson Lynch. "Cooperating in video games? Impossible! Undecidability of Team Multiplayer Games." Theoretical Computer Science 839 (November 2020): 30–40. http://dx.doi.org/10.1016/j.tcs.2020.05.028.
Full textStingel-Voigt, Yvonne. "Functions and Meanings of Vocal Sound in Video Games." Journal of Sound and Music in Games 1, no. 2 (2020): 25–43. http://dx.doi.org/10.1525/jsmg.2020.1.2.25.
Full textPavlidis, Theo. "Teaching graphics through video games." ACM SIGGRAPH Computer Graphics 31, no. 3 (1997): 56–57. http://dx.doi.org/10.1145/262171.262206.
Full textde Felix, Judith Walker, and Richard T. Johnson. "Learning from Video Games." Computers in the Schools 9, no. 2-3 (1993): 119–34. http://dx.doi.org/10.1300/j025v09n02_11.
Full textKersten, D. "Perception, computer graphics, and video games." Journal of Vision 7, no. 15 (2010): 39. http://dx.doi.org/10.1167/7.15.39.
Full textParker, J. R., and John Heerema. "Audio Interaction in Computer Mediated Games." International Journal of Computer Games Technology 2008 (2008): 1–8. http://dx.doi.org/10.1155/2008/178923.
Full textBorderie, Joceran, and Nicolas Michinov. "Identifying Flow in Video Games." International Journal of Gaming and Computer-Mediated Simulations 8, no. 3 (2016): 19–38. http://dx.doi.org/10.4018/ijgcms.2016070102.
Full textQuijano, Johansen. "Video Games and Writing Instruction." International Journal of Gaming and Computer-Mediated Simulations 12, no. 1 (2020): 1–27. http://dx.doi.org/10.4018/ijgcms.2020010101.
Full textRipamonti, Laura Anna, Marco Trubian, Dario Maggiorini, and Simone Previti. "Video Games and Operations Research." Computers in Entertainment 16, no. 1 (2017): 1–12. http://dx.doi.org/10.1145/2767136.
Full textBirk, Max V., Greg Wadley, Vero Vanden Abeele, Regan Mandryk, and John Torous. "Video games for mental health." Interactions 26, no. 4 (2019): 32–36. http://dx.doi.org/10.1145/3328483.
Full textGee, James Paul. "Video Games and Embodiment." Games and Culture 3, no. 3-4 (2008): 253–63. http://dx.doi.org/10.1177/1555412008317309.
Full textReinecke, Leonard. "Games and Recovery." Journal of Media Psychology 21, no. 3 (2009): 126–42. http://dx.doi.org/10.1027/1864-1105.21.3.126.
Full textLevinson, Dave S. "Creating 3D real time video games." ACM SIGGRAPH Computer Graphics 30, no. 1 (1996): 25–26. http://dx.doi.org/10.1145/232845.232852.
Full textCorbeil, Pierre. "Book review: Stretching Video Games." Simulation & Gaming 43, no. 2 (2012): 286–88. http://dx.doi.org/10.1177/1046878111436166.
Full textAarsand, Pål André. "Computer and Video Games in Family Life." Childhood 14, no. 2 (2007): 235–56. http://dx.doi.org/10.1177/0907568207078330.
Full textMarshall, P. David. "Technophobia: Video Games, Computer Hacks and Cybernetics." Media International Australia 85, no. 1 (1997): 70–78. http://dx.doi.org/10.1177/1329878x9708500111.
Full textIones, A., A. Krupkin, M. Sbert, and S. Zhukov. "Fast, realistic lighting for video games." IEEE Computer Graphics and Applications 23, no. 3 (2003): 54–64. http://dx.doi.org/10.1109/mcg.2003.1198263.
Full textHorn, Michael S. "Beyond video games for social change." Interactions 21, no. 2 (2014): 66–68. http://dx.doi.org/10.1145/2568372.
Full textVarvaressos, Simon, Kim Lavoie, Sébastien Gaboury, and Sylvain Hallé. "Automated Bug Finding in Video Games." Computers in Entertainment 15, no. 1 (2017): 1–28. http://dx.doi.org/10.1145/2700529.
Full textTichon, Jennifer G., and Timothy Mavin. "Experiencing Resilience via Video Games." Social Science Computer Review 35, no. 5 (2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.
Full textFoley, Louise, and Ralph Maddison. "Use of Active Video Games to Increase Physical Activity in Children: A (Virtual) Reality?" Pediatric Exercise Science 22, no. 1 (2010): 7–20. http://dx.doi.org/10.1123/pes.22.1.7.
Full textLópez-Arcos, J. R., N. Padilla-Zea, P. Paderewski, and F. L. Gutiérrez. "Designing Stories for Educational Video Games." International Journal of Web-Based Learning and Teaching Technologies 12, no. 4 (2017): 1–13. http://dx.doi.org/10.4018/ijwltt.2017100101.
Full textBakkes, Sander C. J., Pieter H. M. Spronck, and Giel van Lankveld. "Player behavioural modelling for video games." Entertainment Computing 3, no. 3 (2012): 71–79. http://dx.doi.org/10.1016/j.entcom.2011.12.001.
Full textGómez-Maureira, Marcello A., and Isabelle Kniestedt. "Exploring video games that invoke curiosity." Entertainment Computing 32 (December 2019): 100320. http://dx.doi.org/10.1016/j.entcom.2019.100320.
Full textGee, James Paul. "Are Video Games Good for Learning?" Nordic Journal of Digital Literacy 1, no. 03 (2006): 172–83. http://dx.doi.org/10.18261/issn1891-943x-2006-03-02.
Full textThelkar, Vishal. "IMPACT OF COMPUTER GAMES ON STUDENTS." International Journal of Engineering Technologies and Management Research 5, no. 6 (2020): 24–29. http://dx.doi.org/10.29121/ijetmr.v5.i6.2018.243.
Full textWaszkiewicz, Agata, and Martyna Bakun. "Towards the aesthetics of cozy video games." Journal of Gaming & Virtual Worlds 12, no. 3 (2020): 225–40. http://dx.doi.org/10.1386/jgvw_00017_1.
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 text