Journal articles on the topic 'Computer games'
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Tseng, 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 textAbrudan, Mirela, Andreea Voina, and Andreea Lăpuşte. "Computer role-playing games: player motivations, preferences, and behavior." Studia Universitatis Babeș-Bolyai Ephemerides 66, no. 2 (2021): 5–32. http://dx.doi.org/10.24193/subbeph.2021.2.01.
Full textLaurence, Asep Hermawan, Innocentius Bernarto, and Ferdi Antonio. "Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps)." International Journal of Computer Games Technology 2023 (April 29, 2023): 1–13. http://dx.doi.org/10.1155/2023/2648097.
Full textĆwil, 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 textMaddock, S. "Computer games." Virtual Reality 5, no. 4 (2000): 183–84. http://dx.doi.org/10.1007/bf01408516.
Full textSchmalzer, Matthew. "The Ontology of Incremental Games: Thinking Like the Computer in Frank Lantz’s Universal Paperclips." Eludamos: Journal for Computer Game Culture 10, no. 1 (2020): 91–108. http://dx.doi.org/10.7557/23.6174.
Full textLiu, Xiongyi, Patrick Wachira, Selma Koc, and Roland Pourdavood. "An Exploratory Study of Predictors of Pre-Service Teachers’ Intention to Integrate Computer Games in Mathematics Education." International Journal of Education in Mathematics, Science and Technology 10, no. 1 (2021): 145–61. http://dx.doi.org/10.46328/ijemst.1827.
Full textMileham, R. "Let the games begin [computer games]." Engineering & Technology 3, no. 14 (2008): 20–23. http://dx.doi.org/10.1049/et:20081403.
Full textTeng, Ching-I., Shih-Ping Jeng, Henry Ker-Chang Chang, and Soushan Wu. "Who Plays Games Online?" International Journal of E-Business Research 8, no. 4 (2012): 1–14. http://dx.doi.org/10.4018/jebr.2012100101.
Full textBychkova, Olga Anatol'evna, and Aleksandra Valer'evna Nikitina. "Images of game and gamer in the space of literature and computer games." Человек и культура, no. 6 (June 2020): 69–80. http://dx.doi.org/10.25136/2409-8744.2020.6.34481.
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 textPosthoff, Christian. "Computer Games I." ICGA Journal 11, no. 2-3 (1988): 94–95. http://dx.doi.org/10.3233/icg-1988-112-312.
Full textSchaeffer, J. "COMPUTER GAMES 2002." ICGA Journal 24, no. 2 (2001): 122. http://dx.doi.org/10.3233/icg-2001-24219.
Full textCavazos, John. "Computer games: introduction." XRDS: Crossroads, The ACM Magazine for Students 3, no. 2 (1996): 2. http://dx.doi.org/10.1145/332132.332133.
Full textFedorchenko, Sergey, E. Karlyavina, D. Tedikov, R. Markaryan, and K. Teslyuk. "Some results of the Sociological Study «Computer Games and the Politics of Memory»." Journal of Political Research 4, no. 2 (2020): 90–105. http://dx.doi.org/10.12737/2587-6295-2020-90-105.
Full textRadaković, Tijana, Teodora Glumičić, Dragan Rastovac, and Milinko Mandić. "Educational computer games in primary school." Norma 25, no. 2 (2020): 199–215. http://dx.doi.org/10.5937/norma2002199r.
Full textYuji, Hiroki. "Computer Games and Information-Processing Skills." Perceptual and Motor Skills 83, no. 2 (1996): 643–47. http://dx.doi.org/10.2466/pms.1996.83.2.643.
Full textBalogh, Andrea, and Ágnes Veszelszki. "Politeness and Insult in Computer Games – From a Pragmatic Point of View." Acta Universitatis Sapientiae, Communicatio 7, no. 1 (2020): 68–91. http://dx.doi.org/10.2478/auscom-2020-0006.
Full textBelavina, I. G. "The Child's Perception of Computers and Computer Games." Russian Education & Society 37, no. 2 (1995): 29–41. http://dx.doi.org/10.2753/res1060-9393370229.
Full textMitchell, Peter J., Roman D. Lopatin, and Egor V. Trusov. "Teaching Russian-English translation with computer games." Tambov University Review. Series: Humanities, no. 193 (2021): 7–14. http://dx.doi.org/10.20310/1810-0201-2021-26-193-7-14.
Full textShamsi, Mitra, and Yaser Jalali. "The status of computer games in Iran and the world: policies, approaches, and organizations involved." Strategic Studies of Public Policy 4, no. 10 (2013): 161–93. https://doi.org/10.5281/zenodo.14031073.
Full textKozhakhmetova, R. N., N. S. Kolyeva, V. O. Batyrov, and M. V. Panova. "Computer game development algorithm." Vestnik of M. Kozybayev North Kazakhstan University, no. 3 (59) (October 23, 2023): 133–38. http://dx.doi.org/10.54596/2958-0048-2023-3-133-138.
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 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 textRahadiansyah, Muhammad Fadhil, Ridha Muldina, and Sussi Sussi. "Virtual Reality Headset Implementation on Parsec Cloud Gaming Platform." Jurnal Online Informatika 5, no. 1 (2020): 97–104. http://dx.doi.org/10.15575/join.v5i1.578.
Full textRosenstock, Roland. "Computerspiele und Soziale Netzwerke." Zeitschrift für Evangelische Ethik 58, no. 4 (2014): 273–85. http://dx.doi.org/10.14315/zee-2014-0406.
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 textSzabó, József. "Gamerek az iskolában." Információs Társadalom 18, no. 1 (2018): 120. http://dx.doi.org/10.22503/inftars.xviii.2018.1.8.
Full textBogacheva, Natalya V. "Computer games and cognitive specifics of gamers (the end)." Moscow University Psychology Bulletin 15, no. 1 (2015): 94–103. http://dx.doi.org/10.11621/vsp.2015.01.94.
Full textElutina, Marina E., and Anton A. Nerush. "Gender aspects of the gaming practices in the youth segment of the Russian computer games audience." Izvestiya of Saratov University. Sociology. Politology 23, no. 1 (2023): 4–13. http://dx.doi.org/10.18500/1818-9601-2023-23-1-4-13.
Full textКругляк, М. Е., and В. В. Петрожалко. "Sexism in computer games." National Technical University of Ukraine Journal. Political science. Sociology. Law, no. 4(44) (November 4, 2019): 43–47. http://dx.doi.org/10.20535/2308-5053.2019.4(44).199340.
Full textCazenave, Tristan, Clyde Kruskal, and Bruno Bouzy. "COMPUTER GAMES WORKSHOP 2007." ICGA Journal 30, no. 2 (2007): 118–21. http://dx.doi.org/10.3233/icg-2007-30215.
Full textMayer, Richard E. "Computer Games in Education." Annual Review of Psychology 70, no. 1 (2019): 531–49. http://dx.doi.org/10.1146/annurev-psych-010418-102744.
Full textChao, Dennis L. "Computer games as interfaces." Interactions 11, no. 5 (2004): 71–72. http://dx.doi.org/10.1145/1015530.1015567.
Full textNareyek, Alexander. "AI in Computer Games." Queue 1, no. 10 (2004): 58–65. http://dx.doi.org/10.1145/971564.971593.
Full textJu, Edward, and Christian Wagner. "Personal computer adventure games." ACM SIGMIS Database: the DATABASE for Advances in Information Systems 28, no. 2 (1997): 78–92. http://dx.doi.org/10.1145/264701.264707.
Full textMiller, Lee Dee, Duane Shell, Nobel Khandaker, and Leen-Kiat Soh. "Teaching Using Computer Games." Journal of Educational Technology Systems 39, no. 3 (2011): 321–43. http://dx.doi.org/10.2190/et.39.3.g.
Full textRoe, Keith, and Daniel Muijs. "Children and Computer Games." European Journal of Communication 13, no. 2 (1998): 181–200. http://dx.doi.org/10.1177/0267323198013002002.
Full textSmed, Jouni. "Networking for Computer Games." International Journal of Computer Games Technology 2008 (2008): 1. http://dx.doi.org/10.1155/2008/928712.
Full textSukhov, Anton. "COMPUTER GAMES AND EDUCATION." IJAEDU- International E-Journal of Advances in Education 1, no. 3 (2015): 248. http://dx.doi.org/10.18768/ijaedu.79254.
Full textKim, Raphael, Siobhan Thomas, Roland van Dierendonck, Christopher Wood, and Stefan Poslad. "Toward growable computer games." Interactions 27, no. 2 (2020): 82–85. http://dx.doi.org/10.1145/3378563.
Full textV, Prathmesh. "EVOLUTION OF COMPUTER GAMES." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem30284.
Full textTriyanti, Jaria Rama. "Pembuatan Game Animasi Teka Teki Silang Menggunakan Adobe Flash CS6." INFORMATIKA 10, no. 3 (2022): 112–26. http://dx.doi.org/10.36987/informatika.v10i3.3419.
Full textMukhamedova, Dilbar. "PSYCHOLOGICAL ASPECTS OF ADDICTION TO SOCIAL MEDIA, COMPUTER AND COMPUTER GAMES." International Journal of Psychosocial Rehabilitation 24, no. 02 (2020): 319–24. http://dx.doi.org/10.37200/ijpr/v24i2/pr200338.
Full textEyniyev, Rustam. "OPTIMIZING PARALLELISM IN UNITY WITH JOB SYSTEM TOOL." Azerbaijan Journal of High Performance Computing 5, no. 2 (2022): 183–92. http://dx.doi.org/10.32010/26166127.2022.5.2.183.192.
Full textHasegawa, Ken, Narutoshi Tanaka, Ryuji Emoto, et al. "Action Selection for Game Play Agents Using Genetic Algorithms in Platform Game Computational Intelligence Competitions." Journal of Advanced Computational Intelligence and Intelligent Informatics 17, no. 2 (2013): 201–7. http://dx.doi.org/10.20965/jaciii.2013.p0201.
Full textHayati, Nur, and Novada Indra Roesdiana. "Medical Students’ Frequency of Playing Online Games with Their Academic Performance: A Cross-Sectional Study." Jurnal Pendidikan Kedokteran Indonesia: The Indonesian Journal of Medical Education 14, no. 1 (2025): 1. https://doi.org/10.22146/jpki.87453.
Full textHAMPLOVÁ, Michaela, and Jiří DOSTÁL. "USE OF COMPUTERS AND COMPUTER GAMES IN PRESCHOOL EDUCATION." Journal of Technology and Information 4, no. 2 (2012): 28–36. http://dx.doi.org/10.5507/jtie.2012.029.
Full textLAROSE, SIMON, SYLVAIN GAGNON, CHRISTIANE FERLAND, and MICHEL PEPIN. "PSYCHOLOGY OF COMPUTERS: XIV. COGNITIVE REHABILITATION THROUGH COMPUTER GAMES." Perceptual and Motor Skills 69, no. 3 (1989): 851–58. http://dx.doi.org/10.2466/pms.1989.69.3.851.
Full textLarose, Simon, Sylvain Gagnon, Christiane Ferland, and Michel Pépin. "Psychology of Computers: XIV. Cognitive Rehabilitation through Computer Games." Perceptual and Motor Skills 69, no. 3-1 (1989): 851–58. http://dx.doi.org/10.1177/00315125890693-126.
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