Journal articles on the topic 'Economic aspects of Video games'
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M Asiri, Nasser. "Investigating the Influence of Video Games on EFL Learners’ Motivation in the Saudi Context." Journal for the Study of English Linguistics 8, no. 1 (2019): 23. http://dx.doi.org/10.5296/jsel.v8i1.16022.
Full textBassiouni, Dina H., and Chris Hackley. "Video games and young children’s evolving sense of identity: a qualitative study." Young Consumers 17, no. 2 (2016): 127–42. http://dx.doi.org/10.1108/yc-08-2015-00551.
Full textСапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 3(259) (February 18, 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.
Full textČábelková, Inna, Wadim Strielkowski, Anna Rybakova, and Alla Molchanovа. "Does Playing Video Games Increase Emotional Creativity?" International Journal of Environmental Research and Public Health 17, no. 7 (2020): 2177. http://dx.doi.org/10.3390/ijerph17072177.
Full textVasiu, Ioana, and Lucian Vasiu. "Criminal Enforcement of Copyright as an Important Safeguard for Economic and Security Interests." European Journal of Sustainable Development 8, no. 3 (2019): 228. http://dx.doi.org/10.14207/ejsd.2019.v8n3p228.
Full textHamari, Juho, and Max Sjöblom. "What is eSports and why do people watch it?" Internet Research 27, no. 2 (2017): 211–32. http://dx.doi.org/10.1108/intr-04-2016-0085.
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 textDe Groote, Patrick. "Economic & Tourism Aspects of the Olympic Games." Tourism Review 60, no. 3 (2005): 20–28. http://dx.doi.org/10.1108/eb058458.
Full textAditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.
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 textIbrahim, Amer, Francisco Luis Gutiérrez Vela, Patricia Paderewski Rodríguez, José Luís González Sánchez, and Natalia Padilla Zea. "Playability Guidelines for Educational Video Games." International Journal of Game-Based Learning 2, no. 4 (2012): 18–40. http://dx.doi.org/10.4018/ijgbl.2012100102.
Full textPérez-Latorre, Óliver, Víctor Navarro-Remesal, Antonio José Planells de la Maza, and Cristina Sánchez-Serradilla. "Recessionary games: Video games and the social imaginary of the Great Recession (2009–2015)." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (2017): 884–900. http://dx.doi.org/10.1177/1354856517744489.
Full textLougheed, Tim. "Video games bring new aspects to medical education and training." Canadian Medical Association Journal 191, no. 37 (2019): E1034—E1035. http://dx.doi.org/10.1503/cmaj.1095784.
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 textHakimi, Jedd. "“Why Are Video Games So Special?”: The Supreme Court and the Case Against Medium Specificity." Games and Culture 15, no. 8 (2019): 923–42. http://dx.doi.org/10.1177/1555412019857982.
Full textSafadi, Firas, Raphael Fonteneau, and Damien Ernst. "Artificial Intelligence in Video Games: Towards a Unified Framework." International Journal of Computer Games Technology 2015 (2015): 1–30. http://dx.doi.org/10.1155/2015/271296.
Full textIlyanov, Dmitrii Sergeevich, Tatiana Constantinovna Chernysheva, and Maksim Andreevich Yurevich. "Sources of economic growth in the XXI century: video game industry." Теоретическая и прикладная экономика, no. 3 (March 2020): 78–89. http://dx.doi.org/10.25136/2409-8647.2020.3.31693.
Full textGreen, C. Shawn, and Aaron R. Seitz. "The Impacts of Video Games on Cognition (and How the Government Can Guide the Industry)." Policy Insights from the Behavioral and Brain Sciences 2, no. 1 (2015): 101–10. http://dx.doi.org/10.1177/2372732215601121.
Full textTkachenko, Olha, and Andriy Doroshenko. "Some Aspects of Developing Video Games Using Methods of Computational Geometry." Digital Platform: Information Technologies in Sociocultural Sphere, no. 1 (June 29, 2018): 57–66. http://dx.doi.org/10.31866/2617-796x.1.2018.147255.
Full textVerheijen, Geert P., William J. Burk, Sabine E. M. J. Stoltz, Yvonne H. M. van den Berg, and Antonius H. N. Cillessen. "Associations Between Different Aspects of Video Game Play Behavior and Adolescent Adjustment." Journal of Media Psychology 32, no. 1 (2020): 27–39. http://dx.doi.org/10.1027/1864-1105/a000253.
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 textLickiewicz, Jakub, Patricia Paulsen Hughes, and Marta Makara-Studzińska. "Serious Games and Board Games Versus Cultural Changes." Perspektywy Kultury 30, no. 3 (2020): 257–70. http://dx.doi.org/10.35765/pk.2020.3003.17.
Full textOceja, Jorge, and Natalia González-Fernández. "Estudiantes universitarios y videojuegos: Cultura del medio percibida, uso y preferencias en función del género." education policy analysis archives 28 (April 20, 2020): 66. http://dx.doi.org/10.14507/epaa.28.4181.
Full textIvory, Adrienne Holz, James D. Ivory, and Madison Lanier. "Video Game Use as Risk Exposure, Protective Incapacitation, or Inconsequential Activity Among University Students." Journal of Media Psychology 29, no. 1 (2017): 42–53. http://dx.doi.org/10.1027/1864-1105/a000210.
Full textMcGowan, Edward G., and Jazmin P. Scarlett. "Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential." Geoscience Communication 4, no. 1 (2021): 11–31. http://dx.doi.org/10.5194/gc-4-11-2021.
Full textVaghetti, Cesar Augusto Otero, Renato Sobral Monteiro-Junior, Mateus David Finco, Eliseo Reategui, and Silvia Silva da Costa Botelho. "Exergames Experience in Physical Education: A Review." Physical Culture and Sport. Studies and Research 78, no. 1 (2018): 23–32. http://dx.doi.org/10.2478/pcssr-2018-0010.
Full textPrena, Kelsey, and John L. Sherry. "Parental perspectives on video game genre preferences and motivations of children with Down syndrome." Journal of Enabling Technologies 12, no. 1 (2018): 1–9. http://dx.doi.org/10.1108/jet-08-2017-0034.
Full textTokadlı, Güliz, Kaitlyn Ouverson, Chase Meusel, Austin Garcia, Stephen B. Gilbert, and Michael C. Dorneich. "An Analysis of Video Games Using the Dimensions of Human-Agent Interaction." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 716–20. http://dx.doi.org/10.1177/1541931218621163.
Full textGiddings, Seth. "Accursed Play: The Economic Imaginary of Early Game Studies." Games and Culture 13, no. 7 (2018): 765–83. http://dx.doi.org/10.1177/1555412018755914.
Full textMuñoz Sánchez, Pablo. "Video Game Localisation for Fans by Fans." Journal of Internationalization and Localization 1 (January 1, 2009): 168–85. http://dx.doi.org/10.1075/jial.1.07mun.
Full textContreras Espinosa, Ruth S. "EXTRA LIFE." Obra digital, no. 10 (February 29, 2016): 84–86. http://dx.doi.org/10.25029/od.2016.118.10.
Full textJaipal, Kamini, and Candace Figg. "Using Video Games in Science Instruction: Pedagogical, Social, and Concept-Related Aspects." Canadian Journal of Science, Mathematics and Technology Education 9, no. 2 (2009): 117–34. http://dx.doi.org/10.1080/14926150903047780.
Full textPigulak, Joanna. "Dźwięki reaktywne, dźwięki antycypujące. Z zagadnień funkcjonowania ścieżki dźwiękowej w grach wideo." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 28, no. 37 (2021): 317–27. http://dx.doi.org/10.14746/i.2020.37.18.
Full textTołkaczewski, Filip. "From Symbolism to Realism. Physical and Imaginary Video Game Spaces in Historical Aspects." Homo Ludens, no. 1 (12) (December 15, 2019): 193–212. http://dx.doi.org/10.14746/hl.2019.12.10.
Full textContreras-Espinosa, Ruth S., and Carlos A. Scolari. "How do teens learn to play video games?" Journal of Information Literacy 13, no. 1 (2019): 45. http://dx.doi.org/10.11645/13.1.2358.
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 (2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.
Full textBurdenko, E. V., and V. V. Shchepetov. "IMPACT OF THE COVID - 19 PANDEMIC ON THE GLOBAL VIDEO GAMES MARKET." International Trade and Trade Policy 7, no. 1 (2021): 36–51. http://dx.doi.org/10.21686/2410-7395-2021-1-36-5.
Full textPietersen, André J., Jan K. Coetzee, Dominika Byczkowska-Owczarek, Florian Elliker, and Leane Ackermann. "Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein." Qualitative Sociology Review 14, no. 4 (2019): 122–37. http://dx.doi.org/10.18778/1733-8077.14.4.08.
Full textOliva, Mercè, Óliver Pérez-Latorre, and Reinald Besalú. "‘Choose, collect, manage, win!’: Neoliberalism, enterprising culture and risk society in video game covers." Convergence: The International Journal of Research into New Media Technologies 24, no. 6 (2016): 607–22. http://dx.doi.org/10.1177/1354856516680324.
Full textMarín-Díaz, Verónica, Marina Morales-Díaz, and Eloísa Reche-Urbano. "Educational Possibilities of Video Games in the Primary Education Stage According to Teachers in Training. A Case Study." Journal of New Approaches in Educational Research 8, no. 1 (2019): 42–49. http://dx.doi.org/10.7821/naer.2019.1.330.
Full textWarrich, Haseeb Ur Rehman, Sahrish Jamil, and Fazal Rahim Khan. "Behavioral Escalation: Video Games as a Tool of Hybrid War." Global Mass Communication Review V, no. I (2020): 75–89. http://dx.doi.org/10.31703/gmcr.2020(v-i).06.
Full textCrogan, Patrick. "Indie Dreams: Video Games, Creative Economy, and the Hyperindustrial Epoch." Games and Culture 13, no. 7 (2018): 671–89. http://dx.doi.org/10.1177/1555412018756708.
Full textCrawford, Garry, Daniel Muriel, and Steven Conway. "A feel for the game: Exploring gaming ‘experience’ through the case of sports-themed video games." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (2018): 937–52. http://dx.doi.org/10.1177/1354856518772027.
Full textMaloney, Marcus. "Ambivalent Violence in Contemporary Game Design." Games and Culture 14, no. 1 (2016): 26–45. http://dx.doi.org/10.1177/1555412016647848.
Full textConway, Steven Craig. "Starting at “Start”: An Exploration of the Nondiegetic in Soccer Video Games." Sociology of Sport Journal 26, no. 1 (2009): 67–88. http://dx.doi.org/10.1123/ssj.26.1.67.
Full textMarín-Díaz, Verónica, Begoña E. Sampedro-Requena, and Issota Mac Fadden. "Perceived Utility of Video Games in the Learning Process in Secondary Education—Case Studies." Sustainability 11, no. 23 (2019): 6744. http://dx.doi.org/10.3390/su11236744.
Full textPerfilov, Yu A. "COMPOSITIONAL FEATURES OF VIDEO GAME TEXTS DURING THE PERIOD OF 1970-1982." Bulletin of Udmurt University. Series History and Philology 30, no. 5 (2020): 853–58. http://dx.doi.org/10.35634/2412-9534-2020-30-5-853-858.
Full textOrtiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
Full textZinovyeva, Nadezhda A. "Game streams and let’s play: Perspectives of a sociological analysis." Vestnik of Saint Petersburg University. Sociology 13, no. 4 (2020): 460–75. http://dx.doi.org/10.21638/spbu12.2020.407.
Full textSari, Nusan Indah Permata, and Anak Agung Gede Agung Dharma Kusuma. "PENGATURAN PERLINDUNGAN HAK CIPTA PERMAINAN VIDEO." Kertha Semaya : Journal Ilmu Hukum 8, no. 8 (2020): 1129. http://dx.doi.org/10.24843/ks.2020.v08.i08.p01.
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