Journal articles on the topic 'Computer games Video games Video gamers'
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 Video gamers.'
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.
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 textHuang, Yan, Stefanus Jasin, and Puneet Manchanda. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games." Information Systems Research 30, no. 3 (2019): 927–47. http://dx.doi.org/10.1287/isre.2019.0839.
Full textCote, Amanda C. "Writing “Gamers”." Games and Culture 13, no. 5 (2015): 479–503. http://dx.doi.org/10.1177/1555412015624742.
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 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 textStokes, Benjamin, and Dmitri Williams. "Gamers Who Protest." Games and Culture 13, no. 4 (2015): 327–48. http://dx.doi.org/10.1177/1555412015615770.
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 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 textKoehler, Matthew J., Brian Arnold, Spencer P. Greenhalgh, and Liz Owens Boltz. "A Taxonomy Approach to Studying How Gamers Review Games." Simulation & Gaming 48, no. 3 (2017): 363–80. http://dx.doi.org/10.1177/1046878117703680.
Full textZagała, Kacper, and Artur Strzelecki. "eSports Evolution in Football Game Series." Physical Culture and Sport. Studies and Research 83, no. 1 (2019): 50–62. http://dx.doi.org/10.2478/pcssr-2019-0020.
Full textMakai, Péter. "Video Games as Objects and Vehicles of Nostalgia." Humanities 7, no. 4 (2018): 123. http://dx.doi.org/10.3390/h7040123.
Full textApril, Kurt A., Katja M. J. Goebel, Eddie Blass, and Jonathan Foster-Pedley. "Developing Decision-Making Skill." International Journal of Information Systems and Social Change 3, no. 4 (2012): 1–17. http://dx.doi.org/10.4018/jissc.2012100101.
Full textValencia-Peris, Alexandra, Joan Úbeda-Colomer, Jorge Lizandra, Carmen Peiró-Velert, and José Devís-Devís. "Active Gaming Prevalence and Correlates by Type of Day in Spanish Youth." Journal of Physical Activity and Health 16, no. 9 (2019): 715–21. http://dx.doi.org/10.1123/jpah.2018-0448.
Full textElutina, Marina E., and Anton A. Nerush. "Structural foundation for interactions in online games." Izvestia of Saratov University. New Series. Series: Sociology. Politology 21, no. 3 (2021): 289–94. http://dx.doi.org/10.18500/1818-9601-2021-21-3-289-294.
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 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 textJenson, Jen, Suzanne De Castell, Rachel Muehrer, and Milena Droumeva. "So you think you can play: An exploratory study of music video games." Journal of Music, Technology and Education 9, no. 3 (2016): 273–88. http://dx.doi.org/10.1386/jmte.9.3.273_1.
Full textKyshtymova, I. M., and S. B. Timofeev. "Psychological master form of computer games." Social Psychology and Society 10, no. 4 (2019): 160–74. http://dx.doi.org/10.17759/sps.2019100411.
Full textCabras, Cristina, Maria Laura Cubadda, and Cristina Sechi. "Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers." International Journal of Gaming and Computer-Mediated Simulations 11, no. 3 (2019): 15–37. http://dx.doi.org/10.4018/ijgcms.2019070102.
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 textSarhan, Shahenda, Mohamed Abu ElSoud, and Hebatullah Rashed. "Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game." International Journal of Computer Games Technology 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/7090757.
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 textBehnke, Maciej, Patrycja Chwiłkowska, and Lukasz D. Kaczmarek. "What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games?" Entertainment Computing 37 (March 2021): 100397. http://dx.doi.org/10.1016/j.entcom.2020.100397.
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 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 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 textCabonell-Sánchez, Xavier. "Video game industry versus Internet Gaming Disorder: ‘The match of the century’." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 38, no. 1 (2020): 39–48. http://dx.doi.org/10.51698/aloma.2020.38.1.39-48.
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 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 textNease, Brandon, and Michelle Samura. "Adolescents’ Perceptions of “Cheating” in Gaming and Educational Settings." Simulation & Gaming 49, no. 2 (2018): 134–45. http://dx.doi.org/10.1177/1046878118757008.
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 textCote, Amanda C. "“I Can Defend Myself”." Games and Culture 12, no. 2 (2016): 136–55. http://dx.doi.org/10.1177/1555412015587603.
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 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 textCorbeil, Pierre. "Book review: Stretching Video Games." Simulation & Gaming 43, no. 2 (2012): 286–88. http://dx.doi.org/10.1177/1046878111436166.
Full textHnatenko, Daria, Yuliia Venher, and Tetyana Druzhyna. "THE PECULIARITIES OF TRANSLATING ENGLISH COMPUTER MULTIMEDIA VIDEO GAMES." Naukovy Visnyk of South Ukrainian National Pedagogical University named after K. D. Ushynsky: Linguistic Sciences 2020, no. 31 (2020): 66–83. http://dx.doi.org/10.24195/2616-5317-2020-31-5.
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 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 textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review." JMIR Mental Health 8, no. 8 (2021): e28150. http://dx.doi.org/10.2196/28150.
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 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 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 textHorn, Michael S. "Beyond video games for social change." Interactions 21, no. 2 (2014): 66–68. http://dx.doi.org/10.1145/2568372.
Full text