Journal articles on the topic 'Console video games'
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Cassidy, Ryan, and Matthew McEniry. "How the new generation of video game consoles have accelerated the need to preserve digital content – part 1." Library Hi Tech News 31, no. 9 (October 28, 2014): 17–20. http://dx.doi.org/10.1108/lhtn-08-2014-0066.
Full textGuttenbrunner, Mark, Christoph Becker, and Andreas Rauber. "Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games." International Journal of Digital Curation 5, no. 1 (June 22, 2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.
Full textAditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (November 12, 2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.
Full textConsalvo, Mia. "Console video games and global corporations." New Media & Society 8, no. 1 (February 2006): 117–37. http://dx.doi.org/10.1177/1461444806059921.
Full textMaddison, Ralph, Cliona Ni Mhurchu, Andrew Jull, Yannan Jiang, Harry Prapavessis, and Anthony Rodgers. "Energy Expended Playing Video Console Games: An Opportunity to Increase Children’s Physical Activity?" Pediatric Exercise Science 19, no. 3 (August 2007): 334–43. http://dx.doi.org/10.1123/pes.19.3.334.
Full textAnfinogenov, M. V., and I. S. Antyasov. "EVOLUTION OF INFORMATION SECURITY SYSTEMS IN VIDEO GAMES." Journal of the Ural Federal District. Information security 20, no. 3 (2020): 59–68. http://dx.doi.org/10.14529/secur200307.
Full textHaviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (October 2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.
Full textAycock, John, Andrew Reinhard, and Carl Therrien. "A Tale of Two CDs: Archaeological Analysis of Full-Motion Video Formats in Two PC Engine/TurboGrafx-16 Games." Open Archaeology 5, no. 1 (August 19, 2019): 350–64. http://dx.doi.org/10.1515/opar-2019-0022.
Full textMerhi, Omar, Elise Faugloire, Moira Flanagan, and Thomas A. Stoffregen. "Motion Sickness, Console Video Games, and Head-Mounted Displays." Human Factors: The Journal of the Human Factors and Ergonomics Society 49, no. 5 (October 2007): 920–34. http://dx.doi.org/10.1518/001872007x230262.
Full textStoffregen, Thomas A., Elise Faugloire, Ken Yoshida, Moira B. Flanagan, and Omar Merhi. "Motion Sickness and Postural Sway in Console Video Games." Human Factors: The Journal of the Human Factors and Ergonomics Society 50, no. 2 (April 2008): 322–31. http://dx.doi.org/10.1518/001872008x250755.
Full textCherney, Isabelle D., and Jordan L. Poss. "Sex Differences in Nintendo Wii™ Performance as Expected from Hunter-Gatherer Selection." Psychological Reports 102, no. 3 (June 2008): 745–54. http://dx.doi.org/10.2466/pr0.102.3.745-754.
Full textRobert, Maxime, Laurent Ballaz, Raphael Hart, and Martin Lemay. "Exercise Intensity Levels in Children With Cerebral Palsy While Playing With an Active Video Game Console." Physical Therapy 93, no. 8 (August 1, 2013): 1084–91. http://dx.doi.org/10.2522/ptj.20120204.
Full textNyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (December 11, 2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.
Full textMcDaniel, Rudy, and Robert Kenny. "Evaluating the Relationship between Cognitive Style and Pre-Service Teachers’ Preconceived Notions about Adopting Console Video Games for Use in Future Classrooms." International Journal of Game-Based Learning 3, no. 2 (April 2013): 55–76. http://dx.doi.org/10.4018/ijgbl.2013040104.
Full textMakai, Péter. "Video Games as Objects and Vehicles of Nostalgia." Humanities 7, no. 4 (November 25, 2018): 123. http://dx.doi.org/10.3390/h7040123.
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 (December 1, 2016): 273–88. http://dx.doi.org/10.1386/jmte.9.3.273_1.
Full textChang, Chih-Hui, Wu-Wen Pan, Fu-Chen Chen, and Thomas A. Stoffregen. "Console video games, postural activity, and motion sickness during passive restraint." Experimental Brain Research 229, no. 2 (June 14, 2013): 235–42. http://dx.doi.org/10.1007/s00221-013-3609-y.
Full textMangiron, Carmen. "The Localisation of Japanese Video Games." Journal of Internationalization and Localization 2 (January 1, 2012): 1–20. http://dx.doi.org/10.1075/jial.2.01man.
Full textBen Aslinger. "Video Games for the "Next Billion": The Launch of the Zeebo Console." Velvet Light Trap 66, no. 1 (2010): 15–25. http://dx.doi.org/10.1353/vlt.2010.0005.
Full textCox, Ashley D., Cassie A. Eno, and Rosanna E. Guadagno. "Beauty in the Background." International Journal of Interactive Communication Systems and Technologies 2, no. 2 (July 2012): 49–62. http://dx.doi.org/10.4018/ijicst.2012070104.
Full textMcEniry, Matthew, and Ryan Cassidy. "How the new generation of consoles have accelerated the need to preserve digital content – part 2." Library Hi Tech News 32, no. 2 (April 7, 2015): 10–13. http://dx.doi.org/10.1108/lhtn-09-2014-0081.
Full textVäliaho, Pasi. "Video Games and the Cerebral Subject: On Playing Call of Duty: Modern Warfare 3." Body & Society 20, no. 3-4 (September 2014): 113–39. http://dx.doi.org/10.1177/1357034x14546057.
Full textPerrier-Melo, Raphael José, Jorge Luis de Brito-Gomes, Matheus Santos de Sousa Fernandes, Sandro Vinicius Vidal de Negreiros Pereira, and Manoel Da Cunha Costa. "INCIDÊNCIA DE LESÕES COM A PRÁTICA DE VIDEOGAMES ATIVOS." Manual Therapy, Posturology & Rehabilitation Journal 13 (May 19, 2015): 211. http://dx.doi.org/10.17784/mtprehabjournal.2015.13.211.
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 (August 1, 2011): 309–24. http://dx.doi.org/10.1162/pres_a_00053.
Full textYamaguchi, Shinichi, Kotaro Iyanaga, Hirohide Sakaguchi, and Tatsuo Tanaka. "The Substitution Effect of Mobile Games on Console Games: An Empirical Analysis of the Japanese Video Game Industry." Review of Socionetwork Strategies 11, no. 2 (November 9, 2017): 95–110. http://dx.doi.org/10.1007/s12626-017-0014-1.
Full textBitnik, !Mediengruppe. "Surveillance Chess." Surveillance & Society 12, no. 3 (June 17, 2014): 459–65. http://dx.doi.org/10.24908/ss.v12i3.4952.
Full textCustódio, Iazana Garcia, Adriano Akira Ferreira Hino, Cristiano Copetti Rodriguez, Edina Maria de Camargo, and Rodrigo Siqueira Reis. "EXERGAMES IN ADOLESCENTS: ASSOCIATED FACTORS AND POSSIBLE REDUCTION IN SEDENTARY TIME." Revista Paulista de Pediatria 37, no. 4 (December 2019): 442–49. http://dx.doi.org/10.1590/1984-0462/;2019;37;4;00019.
Full textBurgess, Jacqueline, and Christian Jones. "The Female Video Game Player-character Persona and Emotional Attachment." Persona Studies 6, no. 2 (March 16, 2021): 7–21. http://dx.doi.org/10.21153/psj2020vol6no2art963.
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 (September 1, 2019): 715–21. http://dx.doi.org/10.1123/jpah.2018-0448.
Full textPurnomo, SF Luthfie Arguby, SF Lukfianka Sanjaya Purnama, Lilik Untari, Arynaa Azzahra, and Nadya Octaviana Pramana Putri. "Proposing a Typology of Ludification as a Translation Technique for PC, Console, Mobile and Online Games." Langkawi: Journal of The Association for Arabic and English 7, no. 1 (June 27, 2021): 25. http://dx.doi.org/10.31332/lkw.v7i1.2338.
Full textO'Donnell, Casey. "The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon." Games and Culture 6, no. 1 (August 11, 2010): 83–100. http://dx.doi.org/10.1177/1555412010377319.
Full textNair, Harikesh. "Intertemporal price discrimination with forward-looking consumers: Application to the US market for console video-games." Quantitative Marketing and Economics 5, no. 3 (August 3, 2007): 239–92. http://dx.doi.org/10.1007/s11129-007-9026-4.
Full textGregersen, Andreas. "Genre, technology and embodied interaction: The evolution of digital game genres and motion gaming." MedieKultur: Journal of media and communication research 27, no. 51 (November 15, 2011): 16. http://dx.doi.org/10.7146/mediekultur.v27i51.4084.
Full textGonzález-Bernal, Jerónimo J., Maha Jahouh, Josefa González-Santos, Juan Mielgo-Ayuso, Diego Fernández-Lázaro, and Raúl Soto-Cámara. "Influence of the Use of Wii Games on Physical Frailty Components in Institutionalized Older Adults." International Journal of Environmental Research and Public Health 18, no. 5 (March 8, 2021): 2723. http://dx.doi.org/10.3390/ijerph18052723.
Full textCano-Mañas, María José, Susana Collado-Vázquez, Javier Rodríguez Hernández, Antonio Jesús Muñoz Villena, and Roberto Cano-de-la-Cuerda. "Effects of Video-Game Based Therapy on Balance, Postural Control, Functionality, and Quality of Life of Patients with Subacute Stroke: A Randomized Controlled Trial." Journal of Healthcare Engineering 2020 (February 13, 2020): 1–11. http://dx.doi.org/10.1155/2020/5480315.
Full textJahouh, Maha, Jerónimo J. González-Bernal, Josefa González-Santos, Diego Fernández-Lázaro, Raúl Soto-Cámara, and Juan Mielgo-Ayuso. "Impact of an Intervention with Wii Video Games on the Autonomy of Activities of Daily Living and Psychological–Cognitive Components in the Institutionalized Elderly." International Journal of Environmental Research and Public Health 18, no. 4 (February 7, 2021): 1570. http://dx.doi.org/10.3390/ijerph18041570.
Full textStrahan, Brandy E., and Jennifer H. Elder. "Video Game Playing Effects on Obesity in an Adolescent with Autism Spectrum Disorder: A Case Study." Autism Research and Treatment 2015 (2015): 1–7. http://dx.doi.org/10.1155/2015/128365.
Full textKunitake, Andre Issao, João Carlos Ferrari Corrêa, Klaine Silva Nascimento, Bianca Barioni Cardoso de Oliveira, Natalia Maciel Muniz, Soraia Micaela Silva, and Fernanda Ishida Corrêa. "Protocol for a controlled, randomized, blind, clinical trial to assess the effects of transcranial direct current stimulation associated with balance training using games in the postural balance of elderly people." F1000Research 9 (August 21, 2020): 1018. http://dx.doi.org/10.12688/f1000research.25164.1.
Full textKunitake, Andre Issao, João Carlos Ferrari Corrêa, Klaine Silva Nascimento, Bianca Barioni Cardoso de Oliveira, Natalia Maciel Muniz, Soraia Micaela Silva, and Fernanda Ishida Corrêa. "Protocol for a controlled, randomized, blind, clinical trial to assess the effects of anodal transcranial direct current stimulation dorsolateral prefrontal cortex associated with balance training using games in the postural balance of older people." F1000Research 9 (February 23, 2021): 1018. http://dx.doi.org/10.12688/f1000research.25164.2.
Full textFerraz, Daniel Dominguez, Karen Trippo, Adriana Dominguez, Adriana Santos, and Jamary Oliveira Filho. "Nintendo Wii training on postural balance and mobility rehabilitation of adults with Parkinson's disease: a systematic review." Fisioterapia em Movimento 30, suppl 1 (2017): 383–93. http://dx.doi.org/10.1590/1980-5918.030.s01.ar07.
Full textDemir, Abdurrahman, and Manolya Akın. "Examining the effects of active video games and balance training on static balance in 6 years old children6 yaş grubu çocuklarda aktif video oyunları ve denge antrenmanlarının statik dengeye etkisinin incelenmesi." Journal of Human Sciences 15, no. 4 (December 21, 2018): 2376. http://dx.doi.org/10.14687/jhs.v15i4.5435.
Full textDel Barrio Fernández, Ángela. "LOS ADOLESCENTES Y EL USO DE LOS TELÉFONOS MÓVILES Y DE VIDEOJUEGOS." International Journal of Developmental and Educational Psychology. Revista INFAD de Psicología. 3, no. 1 (September 27, 2016): 563. http://dx.doi.org/10.17060/ijodaep.2014.n1.v3.536.
Full textJiresch, Ester, and Vincent Boswijk. "CONTEMPORARY RECEPTION OF EDDIC THEMES IN NEW MEDIA: VIRTUAL 'NORDIC' IDENTITIES, CASE STUDY: DARK AGE OF CAMELOT." Tijdschrift voor Skandinavistiek 37, no. 1 (June 24, 2020): 38–54. http://dx.doi.org/10.21827/tvs.37.1.36929.
Full textSantaliestra-Pasías, Alba Ma, Theodora Mouratidou, Vera Verbestel, Karin Bammann, Dénes Molnar, Sabina Sieri, Alfonso Siani, et al. "Physical activity and sedentary behaviour in European children: the IDEFICS study." Public Health Nutrition 17, no. 10 (October 8, 2013): 2295–306. http://dx.doi.org/10.1017/s1368980013002486.
Full textRogers, Ryan, Nicholas David Bowman, and Mary Beth Oliver. "It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games." Computers in Human Behavior 49 (August 2015): 588–96. http://dx.doi.org/10.1016/j.chb.2015.03.027.
Full textMaćkowiak, Rafał. "Surrounded by a wall: The hermetic language of the Polish community of video gamers. Do Poles know the language of Polish gamers? The results of a survey-based study." Acta Universitatis Lodziensis. Folia Litteraria Polonica 57, no. 2 (June 30, 2020): 81–112. http://dx.doi.org/10.18778/1505-9057.57.05.
Full textPestana, Leonor, João Duarte, Emília Coutinho, Cláudia Chaves, Paula Nelas, and Odete Amaral. "IMPACT OF DOMESTIC AND LEISURE ACTIVITIES IN THE ACADEMIC ACHIEVEMENT OF ADOLESCENTS." International Journal of Developmental and Educational Psychology. Revista INFAD de Psicología. 1, no. 2 (October 28, 2016): 347. http://dx.doi.org/10.17060/ijodaep.2016.n2.v1.581.
Full textMycyk, Bartłomiej. "Czynniki wpływające na przemiany medium elektronicznej rozrywki. Wprowadzenie do problematyki." Literatura i Kultura Popularna 22 (September 6, 2017): 49–60. http://dx.doi.org/10.19195/0867-7441.22.3.
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 (August 16, 2021): e28150. http://dx.doi.org/10.2196/28150.
Full textLópez Serrano, Sebastián. "EMPLEO DE LA NINTENDO WII PARA LA MEJORA DEL RENDIMIENTO ACADÉMICO." International Journal of Developmental and Educational Psychology. Revista INFAD de Psicología. 3, no. 1 (November 4, 2017): 475. http://dx.doi.org/10.17060/ijodaep.2017.n1.v3.1017.
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