Journal articles on the topic 'Electronic gaming'
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 'Electronic gaming.'
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.
Monaghan, Sally, Alex Blaszczynski, and Lia Nower. "Do Warning Signs on Electronic Gaming Machines Influence Irrational Cognitions?" Psychological Reports 105, no. 1 (2009): 173–87. http://dx.doi.org/10.2466/pr0.105.1.173-187.
Full textThomas, Anna C., Felicity C. Allen, and James Phillips. "Electronic Gaming Machine Gambling: Measuring Motivation." Journal of Gambling Studies 25, no. 3 (2009): 343–55. http://dx.doi.org/10.1007/s10899-009-9133-0.
Full textBlaszczynski, Alex. "A CRITICAL EXAMINATION OF THE LINK BETWEEN GAMING MACHINES AND GAMBLING-RELATED HARM." Journal of Gambling Business and Economics 7, no. 3 (2013): 55–76. http://dx.doi.org/10.5750/jgbe.v7i3.818.
Full textDelfabbro, Paul, Daniel King, and Sally M. Gainsbury. "Understanding gambling and gaming skill and its implications for the convergence of gaming with electronic gaming machines." International Gambling Studies 20, no. 1 (2019): 171–83. http://dx.doi.org/10.1080/14459795.2019.1662824.
Full textBarratt, Monica J., Michael Livingston, Sharon Matthews, and Susan L. Clemens. "Gaming machine density is correlated with rates of help-seeking for problem gambling: a local area analysis in Victoria, Australia." Journal of Gambling Issues, no. 29 (October 1, 2014): 1. http://dx.doi.org/10.4309/jgi.2014.29.16.
Full textTurner, Nigel E. "Report from the Global Gaming Expo, Las Vegas, November 17-19, 2009." Journal of Gambling Issues, no. 25 (June 1, 2011): 130. http://dx.doi.org/10.4309/jgi.2011.25.10.
Full textLin, En-Yi Judy, Sally Casswell, Brian Easton, Taisia Huckle, Lanuola Asiasiga, and Ru Quan You. "Time and money spent gambling and the relationship with quality-of-life measures: A national study of New Zealanders." Journal of Gambling Issues, no. 24 (July 1, 2010): 33. http://dx.doi.org/10.4309/jgi.2010.24.4.
Full textJameson, Eleanor, Judy Trevena, and Nic Swain. "Electronic Gaming as Pain Distraction." Pain Research and Management 16, no. 1 (2011): 27–32. http://dx.doi.org/10.1155/2011/856014.
Full textPrzybylski, A. K. "Electronic Gaming and Psychosocial Adjustment." PEDIATRICS 134, no. 3 (2014): e716-e722. http://dx.doi.org/10.1542/peds.2013-4021.
Full textVaganova, Olga I., Marina R. Zheltukhina, Anna I. Sinina, Julia M. Tsarapkina, and Olga P. Kokoulina. "Electronic gaming technologies in professional education." Revista Amazonia Investiga 10, no. 47 (2021): 19–26. http://dx.doi.org/10.34069/ai/2021.47.11.2.
Full textGabriella Mosquera, Maria, and Vlado Keselj. "Identifying electronic gaming machine gambling personae through unsupervised session classification." Big Data & Information Analytics 2, no. 2 (2017): 141–75. http://dx.doi.org/10.3934/bdia.2017015.
Full textDowling, Nicki, David Smith, and Trang Thomas. "Electronic gaming machines: are they the ‘crack-cocaine’ of gambling?" Addiction 100, no. 1 (2005): 33–45. http://dx.doi.org/10.1111/j.1360-0443.2005.00962.x.
Full textAntolak-Saper, Natalia. "The Legal Effect of Voluntary Self-Exclusion Programs for Problem Gambers." Deakin Law Review 15, no. 2 (2010): 169. http://dx.doi.org/10.21153/dlr2010vol15no2art123.
Full textBrandtzæg, Petter Bae, and Jan Heim. "Children’s Electronic Gaming Content Preferences and Psychosocial Factors." Nordicom Review 30, no. 2 (2009): 69–86. http://dx.doi.org/10.1515/nor-2017-0152.
Full textPrzybylski, Andrew K. "Report: Electronic Gaming and Psychosocial Adjustment." Children and Young People Now 2014, no. 19 (2014): 28. http://dx.doi.org/10.12968/cypn.2014.19.28.
Full textCalvert, Sandra L., Amanda E. Staiano, and Bradley J. Bond. "Electronic Gaming and the Obesity Crisis." New Directions for Child and Adolescent Development 2013, no. 139 (2013): 51–57. http://dx.doi.org/10.1002/cad.20031.
Full textPradana, Indra Kurnia Okta, Nurini Aprilianda, and Faizin Sulistio. "Analysis of The Limits of Criminal Acts of Gambling in The System of Acquiring Virtual Assets Through Loot Crates in Virtual Games." International Journal of Business, Law, and Education 4, no. 2 (2023): 1161–67. http://dx.doi.org/10.56442/ijble.v4i2.295.
Full textLiu, Jinnan, Tao Xie, and Ying Mao. "Parental Phubbing Behavior and Adolescents’ Online Gaming Time: The Mediating Role of Electronic Health Literacy." Behavioral Sciences 14, no. 10 (2024): 925. http://dx.doi.org/10.3390/bs14100925.
Full textHeubl, B. "The New Retro-Gaming Kings [Entertainment Gaming]." Engineering & Technology 16, no. 6 (2021): 58–60. http://dx.doi.org/10.1049/et.2021.0611.
Full textRodda, Simone, Stephen L. Brown, and James G. Phillips. "The Relationship Between Anxiety, Smoking, and Gambling in Electronic Gaming Machine Players." Journal of Gambling Studies 20, no. 1 (2004): 71–81. http://dx.doi.org/10.1023/b:jogs.0000016704.06088.85.
Full textRockloff, Matthew J., Nancy Greer, Carly Fay, and Lionel G. Evans. "Gambling on Electronic Gaming Machines is an Escape from Negative Self Reflection." Journal of Gambling Studies 27, no. 1 (2010): 63–72. http://dx.doi.org/10.1007/s10899-010-9176-2.
Full textPickernell, David, Robyn Keast, Kerry Brown, Nina Yousefpour, and Chris Miller. "Gambling Revenues as a Public Administration Issue: Electronic Gaming Machines in Victoria." Journal of Gambling Studies 29, no. 4 (2012): 689–701. http://dx.doi.org/10.1007/s10899-012-9338-5.
Full textPrzybylski, Andrew K., and Netta Weinstein. "How we see electronic games." PeerJ 4 (April 11, 2016): e1931. http://dx.doi.org/10.7717/peerj.1931.
Full textKleppang, Annette Løvheim, Anne Mari Steigen, Li Ma, Hanne Søberg Finbråten, and Curt Hagquist. "Electronic media use and symptoms of depression among adolescents in Norway." PLOS ONE 16, no. 7 (2021): e0254197. http://dx.doi.org/10.1371/journal.pone.0254197.
Full textSemenov, Nikolai. "LEGAL ASPECTS OF INFORMATION RELATIONS IN THE FIELD OF ESTABLISHMENT AND REGULATION OF RATINGS OF THE GAMING INDUSTRY." Alatoo Academic Studies 2021, no. 4 (2021): 229–41. http://dx.doi.org/10.17015/aas.2021.214.28.
Full textBelinda, Elizabeth, and Agustinus Sutanto. "GAMING COMMUNITY ARENA." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 1, no. 2 (2020): 1819. http://dx.doi.org/10.24912/stupa.v1i2.4535.
Full textSari, Dia Mega Indah, and Sugeng Purwanto. "Analisis Kualitatif pada Komunitas Gamers Surabaya dalam Memutuskan Pembelian Headset Gaming Merek Fantech." Jurnal Manajemen 14, no. 2 (2023): 316–29. http://dx.doi.org/10.32832/jm-uika.v14i2.14206.
Full textVasiliadis, Sophie D., Alun C. Jackson, Darren Christensen, and Kate Francis. "Physical accessibility of gaming opportunity and its relationship to gaming involvement and problem gambling: A systematic review." Journal of Gambling Issues, no. 28 (December 1, 2013): 1. http://dx.doi.org/10.4309/jgi.2013.28.2.
Full textMyrseth, Helga, Guy Notelaers, Leif Åge Strand, Einar Kristian Borud, and Olav Kjellevold Olsen. "Introduction of a new instrument to measure motivation for gaming: the electronic gaming motives questionnaire." Addiction 112, no. 9 (2017): 1658–68. http://dx.doi.org/10.1111/add.13874.
Full textHolmes, Scott, Kathryn Holmes, and Mark Sargent. "Raising the Stakes: More Electronic Gaming Machines equals how many more problem gamblers?" Journal of Gambling Business and Economics 8, no. 2 (2014): 16–33. http://dx.doi.org/10.5750/jgbe.v8i2.806.
Full textZhang, Yichao, Guanghui Wen, Guanrong Chen, et al. "Gaming Temporal Networks." IEEE Transactions on Circuits and Systems II: Express Briefs 66, no. 4 (2019): 672–76. http://dx.doi.org/10.1109/tcsii.2018.2861621.
Full textDempsey, P. "VR in... Gaming." Engineering & Technology 11, no. 3 (2016): 30. http://dx.doi.org/10.1049/et.2016.0308.
Full textGreenstein, Shane. "Gaming Structure." IEEE Micro 33, no. 1 (2013): 88. http://dx.doi.org/10.1109/mm.2013.15.
Full textMykhailov, Stanislav, and Nataliia Savina. "DEVELOPMENT OF ONLINE GAMBLING IN THE GAMBLING BUSINESS SYSTEM." Market economy: modern management theory and practice 21, no. 3(52) (2023): 197–205. http://dx.doi.org/10.18524/2413-9998.2022.3(52).275804.
Full textFu, Yuhao. "The Application of Artificial Intelligence in The Field Of Gaming." Transactions on Computer Science and Intelligent Systems Research 5 (August 12, 2024): 1580–86. http://dx.doi.org/10.62051/4zqczr82.
Full textKawabe, Kentaro, Fumie Horiuchi, Rie Hosokawa, Kiwamu Nakachi, Junya Soga, and Shu-ichi Ueno. "Influence of an Esports Program on Problematic Gaming in Children with Autistic Spectrum Disorder: A Pilot Study." Behavioral Sciences 12, no. 6 (2022): 172. http://dx.doi.org/10.3390/bs12060172.
Full textHing, Nerilee, and Alex M. T. Russell. "Proximal and Distal Risk Factors for Gambling Problems Specifically Associated with Electronic Gaming Machines." Journal of Gambling Studies 36, no. 1 (2019): 277–95. http://dx.doi.org/10.1007/s10899-019-09867-8.
Full textClarke, Dave, Justin Pulford, Maria Bellringer, Max Abbott, and David C. Hodgins. "An Exploratory Study of Problem Gambling on Casino Versus Non-casino Electronic Gaming Machines." International Journal of Mental Health and Addiction 10, no. 1 (2010): 107–21. http://dx.doi.org/10.1007/s11469-010-9306-1.
Full textGainsbury, Sally M., Kahlil S. Philander, and Georgia Grattan. "Skill gambling machines and electronic gaming machines: participation, erroneous beliefs, and understanding of outcomes." International Gambling Studies 20, no. 3 (2020): 500–514. http://dx.doi.org/10.1080/14459795.2020.1828991.
Full textYu, Baihan. "Research and Development of Artificial Intelligence in Electronic Games." Transactions on Computer Science and Intelligent Systems Research 7 (November 25, 2024): 279–84. https://doi.org/10.62051/h1y2qe04.
Full textChaudhary, Miss Anshika. "The Evolution of E-Sports: How its Changing the Way We Play." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem32318.
Full textGainsbury, Sally M., Kahlil S. Philander, and Alex Blaszczynski. "A qualitative study of participant experience with skill gaming machines in comparison to electronic gaming machines." International Gambling Studies 20, no. 3 (2020): 452–65. http://dx.doi.org/10.1080/14459795.2020.1789890.
Full textBrilliant T., Denilson, Rui Nouchi, and Ryuta Kawashima. "Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic Review." Brain Sciences 9, no. 10 (2019): 251. http://dx.doi.org/10.3390/brainsci9100251.
Full textAlexander, Gadi, Isabelle Eaton, and Kieran Egan. "Cracking the Code of Electronic Games: Some Lessons for Educators." Teachers College Record: The Voice of Scholarship in Education 112, no. 7 (2010): 1830–50. http://dx.doi.org/10.1177/016146811011200701.
Full textDelfabbro, Paul, and Daniel L. King. "Play dynamics on electronic gaming machines: A conceptual review." Journal of Behavioral Addictions 8, no. 2 (2019): 191–200. http://dx.doi.org/10.1556/2006.8.2019.20.
Full textLawley, Claire M., Jonathan R. Skinner, and Christian Turner. "Syncope Due to Ventricular Arrhythmia Triggered by Electronic Gaming." New England Journal of Medicine 381, no. 12 (2019): 1180–81. http://dx.doi.org/10.1056/nejmc1905537.
Full textMonaghan, Sally, and Alex Blaszczynski. "Electronic Gaming Machine Warning Messages: Information versus Self-Evaluation." Journal of Psychology 144, no. 1 (2009): 83–96. http://dx.doi.org/10.1080/00223980903356081.
Full textAttiea, Zahraa, and Mohammed Hassan. "Assessment of Electronic Gaming Addiction among Secondary School Children." Mosul Journal of Nursing 12, no. 2 (2024): 264–76. http://dx.doi.org/10.33899/mjn.2024.184641.
Full textRockloff, Matthew, Neda Moskovsky, Hannah Thorne, Matthew Browne, and Gabrielle Bryden. "Electronic Gaming Machine (EGM) Environments: Market Segments and Risk." Journal of Gambling Studies 33, no. 4 (2017): 1139–52. http://dx.doi.org/10.1007/s10899-017-9681-7.
Full textJeannot, Emilien, Jean Michel Costes, Cheryl Dickson, and Olivier Simon. "Revenue Associated With Gambling-Related Harm as a Putative Indicator for Social Responsibility: Results From the Swiss Health Survey." Journal of Gambling Issues, no. 48 (September 23, 2021): 122–35. http://dx.doi.org/10.4309/jgi.2021.48.6.
Full text