Journal articles on the topic 'Game apps'
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Zaki, N. A. A., N. Z. M. Zain, N. A. Z. M. Noor, and H. Hashim. "Developing a Conceptual Model of Learning Analytics in Serious Games for STEM Education." Jurnal Pendidikan IPA Indonesia 9, no. 3 (September 30, 2020): 330–39. http://dx.doi.org/10.15294/jpii.v9i3.24466.
Full textLaranjeiro, Dionísia. "Development of Game-Based M-Learning Apps for Preschoolers." Education Sciences 11, no. 5 (May 12, 2021): 229. http://dx.doi.org/10.3390/educsci11050229.
Full textPratikto, Heri, Rizal Hanafiya, Muhammad Ashar, Muhammad Iqbal Akbar, and Yudi Tri Harsono. "Entrepreneurship Game Apps to Enhancement Student Skill Thinking Analytic in Class Online." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 08 (April 23, 2021): 155. http://dx.doi.org/10.3991/ijim.v15i08.21575.
Full textYin, Pai-Ling, Jason P. Davis, and Yulia Muzyrya. "Entrepreneurial Innovation: Killer Apps in the iPhone Ecosystem." American Economic Review 104, no. 5 (May 1, 2014): 255–59. http://dx.doi.org/10.1257/aer.104.5.255.
Full textGhareb, Mazen Ismaeel. "HTML5, future to solve cross –platform issue in serious game development." Journal of University of Human Development 2, no. 4 (December 31, 2016): 443. http://dx.doi.org/10.21928/juhd.v2n4y2016.pp443-450.
Full textNeupane, Aatish, Derek Hansen, Jerry Alan Fails, and Anud Sharma. "The Role of Steps and Game Elements in Gamified Fitness Tracker Apps: A Systematic Review." Multimodal Technologies and Interaction 5, no. 2 (January 22, 2021): 5. http://dx.doi.org/10.3390/mti5020005.
Full textGillani, Umar Farooq, Muhammad Ishfaq Khan, Manzar Waseem Ishaq, Kashif Aziz, and Muhammad Nawas Akram. "The Factors of Why the People of Pakistan Do Not Purchase Paid Apps." International Journal of Online Marketing 10, no. 2 (April 2020): 44–56. http://dx.doi.org/10.4018/ijom.2020040104.
Full textMaulana, Mohammad Rizky, Mujahidah Ulfa, and Abdulrahman Tryanti. "A CASE STUDY OF SEVEN ELEMENTARY STUDENTS IN LEARNING LISTENING SKILL THROUGH MOBILE GAMES." Lingua 1, no. 01 (January 28, 2019): 43–51. http://dx.doi.org/10.34005/lingua.v1i01.158.
Full textVazirabad, Aylar Fallah, and Farahman Farrokhi. "Investigating Digital Apps: Gaming Elements and Learning Context." International Journal of Applied Linguistics and English Literature 9, no. 3 (May 31, 2020): 25. http://dx.doi.org/10.7575/aiac.ijalel.v.9n.3p.25.
Full textWaweru, B. W., P. S. Joseph Ng, and H. C. Eaw. "Gamesy." International Journal of Business Strategy and Automation 2, no. 3 (July 2021): 36–52. http://dx.doi.org/10.4018/ijbsa.20210701.oa3.
Full textGaeta, Eugenio, María Eugenia Beltrán-Jaunsaras, Gloria Cea, Bernadette Spieler, Andrew Burton, Rebeca Isabel García-Betances, María Fernanda Cabrera-Umpiérrez, David Brown, Helen Boulton, and María T. Arredondo Waldmeyer. "Evaluation of the Create@School Game-Based Learning–Teaching Approach." Sensors 19, no. 15 (July 24, 2019): 3251. http://dx.doi.org/10.3390/s19153251.
Full textBitrián, Paula, Isabel Buil, and Sara Catalán. "Gamification in sport apps: the determinants of users' motivation." European Journal of Management and Business Economics 29, no. 3 (May 14, 2020): 365–81. http://dx.doi.org/10.1108/ejmbe-09-2019-0163.
Full textRoss, Alexander, and David Nieborg. "Spinning is winning: Social casino apps and the platformization of gamble-play." Journal of Consumer Culture 21, no. 1 (February 2021): 84–101. http://dx.doi.org/10.1177/1469540521993931.
Full textMohd Rashid, Noor Asmina, Shaharuddin Md Salleh, and Norah Md Noor. "The Role of Game Elements in Improving Jawi Skills through a Mobile Game 'G-Jawi'." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 7 (November 8, 2018): 20. http://dx.doi.org/10.3991/ijim.v12i7.9636.
Full textClim, Antonio, and Răzvan Daniel Zota. "Game theory in designing mHealth apps for monitoring hypertension." Management & Marketing. Challenges for the Knowledge Society 14, no. 2 (June 1, 2019): 220–31. http://dx.doi.org/10.2478/mmcks-2019-0015.
Full textDe Oliveira Andrade, Gustavo, Rosa Maria E. Moreira Da Costa, and Vera Maria B. Werneck. "Stop-Dengue: Game for Children and Adolescents with Down Syndrome." International Journal for Innovation Education and Research 8, no. 10 (October 1, 2020): 528–40. http://dx.doi.org/10.31686/ijier.vol8.iss10.2709.
Full textReynolds, Jennifer. "The Musings of ‘Evil Bastards’: Perspectives from Social Casino Game Professionals." Critical Gambling Studies 2, no. 1 (May 19, 2021): 13–20. http://dx.doi.org/10.29173/cgs35.
Full textBojanić, Milana, and Goran Bojanić. "Self-Learning Mechanism for Mobile Game Adjustment towards a Player." Applied Sciences 11, no. 10 (May 13, 2021): 4412. http://dx.doi.org/10.3390/app11104412.
Full textCollins, Emily, Anna Cox, Caroline Wilcock, and Geraint Sethu-Jones. "Digital Games and Mindfulness Apps: Comparison of Effects on Post Work Recovery." JMIR Mental Health 6, no. 7 (July 18, 2019): e12853. http://dx.doi.org/10.2196/12853.
Full textWang, Yunwen, and William B. Collins. "Systematic evaluation of mobile fitness apps: Apps as the Tutor, Recorder, Game Companion, and Cheerleader." Telematics and Informatics 59 (June 2021): 101552. http://dx.doi.org/10.1016/j.tele.2020.101552.
Full textMee Mee, Rita Wong, Lim Seong Pek, Wong Yee Von, Khatipah Abd Ghani, Tengku Shahrom Tengku Shahdan, Md Rosli Ismail, and Yugeshineey Subba Rao. "A Conceptual Model of Analogue Gamification to Enhance Learners' Motivation and Attitude." International Journal of Language Education 5, no. 2 (June 30, 2021): 40. http://dx.doi.org/10.26858/ijole.v5i2.18229.
Full textDi Dio, Salvatore, Francesco Massa, Antonino Nucara, Giorgia Peri, Gianfranco Rizzo, and Domenico Schillaci. "Pursuing softer urban mobility behaviors through game-based apps." Heliyon 6, no. 5 (May 2020): e03930. http://dx.doi.org/10.1016/j.heliyon.2020.e03930.
Full textLiao, Shu-hsien, and Wei-Lun Chiu. "Investigating the Behaviors of Mobile Games and Online Streaming Users for Online Marketing Recommendations." International Journal of Online Marketing 11, no. 1 (January 2021): 39–61. http://dx.doi.org/10.4018/ijom.2021010103.
Full textPayne, Hannah E., Victor BA Moxley, and Elizabeth MacDonald. "Health Behavior Theory in Physical Activity Game Apps: A Content Analysis." JMIR Serious Games 3, no. 2 (July 13, 2015): e4. http://dx.doi.org/10.2196/games.4187.
Full textStudley, Thomas, Jon Drummond, Nathan Scott, and Keith Nesbitt. "Evaluating Digital Games for Competitive Music Composition." Organised Sound 25, no. 1 (March 4, 2020): 75–88. http://dx.doi.org/10.1017/s1355771819000487.
Full textRajani, Nikita B., Dominik Weth, Nikolaos Mastellos, and Filippos T. Filippidis. "Use of gamification strategies and tactics in mobile applications for smoking cessation: a review of the UK mobile app market." BMJ Open 9, no. 6 (June 2019): e027883. http://dx.doi.org/10.1136/bmjopen-2018-027883.
Full textTamtama, Gabriel Indra Widi, Paulus Suryanto, and Suyoto Suyoto. "Design of English Vocabulary Mobile Apps Using Gamification: An Indonesian Case Study for Kindergarten." International Journal of Engineering Pedagogy (iJEP) 10, no. 1 (January 27, 2020): 150. http://dx.doi.org/10.3991/ijep.v10i1.11551.
Full textYang, Fang-Chuan Ou, Wen-Chi Vivian Wu, and Yi-Ju Ariel Wu. "Using a Game-Based Mobile App to Enhance Vocabulary Acquisition for English Language Learners." International Journal of Distance Education Technologies 18, no. 3 (July 2020): 1–24. http://dx.doi.org/10.4018/ijdet.2020070101.
Full textFu, Yang, Luying Zhang, Shuang Zhao, and Yang Chen. "Perceptions of Non-English Major College Students on Learning English Vocabulary with Gamified Apps." International Journal of Emerging Technologies in Learning (iJET) 16, no. 18 (September 20, 2021): 268. http://dx.doi.org/10.3991/ijet.v16i18.24125.
Full textPila, Sarah, Anne Marie Piper, Alexis Lauricella, and Ellen Wartella. "Preschoolers’ STEM Learning on a Haptic Enabled Tablet." Multimodal Technologies and Interaction 4, no. 4 (December 2, 2020): 87. http://dx.doi.org/10.3390/mti4040087.
Full textGamlo, Nada. "The Impact of Mobile Game-Based Language Learning Apps on EFL Learners’ Motivation." English Language Teaching 12, no. 4 (March 9, 2019): 49. http://dx.doi.org/10.5539/elt.v12n4p49.
Full textFijačko, Nino, Lucija Gosak, Leona Cilar, Alenka Novšak, Ruth Masterson Creber, Pavel Skok, and Gregor Štiglic. "The Effects of Gamification and Oral Self-Care on Oral Hygiene in Children: Systematic Search in App Stores and Evaluation of Apps." JMIR mHealth and uHealth 8, no. 7 (July 8, 2020): e16365. http://dx.doi.org/10.2196/16365.
Full textPombo, Lúcia, and Margarida M. Marques. "The Potential Educational Value of Mobile Augmented Reality Games: The Case of EduPARK App." Education Sciences 10, no. 10 (October 16, 2020): 287. http://dx.doi.org/10.3390/educsci10100287.
Full textKumar, Ravindra, and Aparup Das. "The Potential of mHealth as a Game Changer for the Management of Sickle Cell Disease in India." JMIR mHealth and uHealth 9, no. 4 (April 13, 2021): e25496. http://dx.doi.org/10.2196/25496.
Full textKhoiriyah, Laila Hafidhotul. "Well – Lit : Penciptaan Game Mix-Genre Adventure Puzzle 2D." Journal of Animation & Games Studies 2, no. 1 (January 18, 2017): 69. http://dx.doi.org/10.24821/jags.v2i1.1414.
Full textBeutelspacher, Lisa, Agnes Mainka, and Tobias Siebenlist. "Citizen Participation via Mobile Applications." International Journal of Electronic Government Research 14, no. 4 (October 2018): 18–26. http://dx.doi.org/10.4018/ijegr.2018100102.
Full textHjorth, Larissa, and Ingrid Richardson. "Pokémon GO: Mobile media play, place-making, and the digital wayfarer." Mobile Media & Communication 5, no. 1 (January 2017): 3–14. http://dx.doi.org/10.1177/2050157916680015.
Full textHobbs, Mitchell, Stephen Owen, and Livia Gerber. "Liquid love? Dating apps, sex, relationships and the digital transformation of intimacy." Journal of Sociology 53, no. 2 (September 5, 2016): 271–84. http://dx.doi.org/10.1177/1440783316662718.
Full textHsu, Yeh-Liang. "156 One Toy, Many Games: Whiztoys for Exercise Enablement and Cognitive Enhancement." Age and Ageing 48, Supplement_4 (December 2019): iv34—iv39. http://dx.doi.org/10.1093/ageing/afz164.156.
Full textLee, Sook-Jung, Changho Lee, and Cheolhan Lee. "Smartphone Addiction and Application Usage In Korean Adolescents: Effects of Mediation Strategies." Social Behavior and Personality: an international journal 44, no. 9 (October 9, 2016): 1525–34. http://dx.doi.org/10.2224/sbp.2016.44.9.1525.
Full textJennings, Amanda Brooke, and Madeline Messer. "Paying to play: an economic experiment examining children’s avatar preferences and their willingness to pay for them." Young Consumers 20, no. 3 (August 8, 2019): 219–35. http://dx.doi.org/10.1108/yc-12-2018-0910.
Full textNada, Noora Qotrun, Umi Khotimatus Saadah, Ahmad Khoirul Anam, Widianingrum, Setyoningsih Wibowo, and Mega Novita. "Design on ‘FunPhy: Fun Physics’ Educational Game Apps using Agile EXtreme Programming." Journal of Physics: Conference Series 1179 (July 2019): 012071. http://dx.doi.org/10.1088/1742-6596/1179/1/012071.
Full textHunter, John F., Meryl S. Olah, Allison L. Williams, Acacia C. Parks, and Sarah D. Pressman. "Effect of Brief Biofeedback via a Smartphone App on Stress Recovery: Randomized Experimental Study." JMIR Serious Games 7, no. 4 (November 26, 2019): e15974. http://dx.doi.org/10.2196/15974.
Full textAzzah Abu Bakar, Nur, Noraziah Che Pa, Cik Fazillah Hibadullah, and Azham Hussain. "Perception towards Rewards in Digital Traditional Games: Experience from Pilot Study." International Journal of Engineering & Technology 7, no. 3.20 (September 1, 2018): 40. http://dx.doi.org/10.14419/ijet.v7i3.20.18728.
Full textBayuk, Julia, and Suzanne Aurora Altobello. "Can gamification improve financial behavior? The moderating role of app expertise." International Journal of Bank Marketing 37, no. 4 (June 3, 2019): 951–75. http://dx.doi.org/10.1108/ijbm-04-2018-0086.
Full texta, Gideon, Haruna b, and Mohammed A. Umar. "ROLE OF MATH GAME APPS ON ATTITUDE TOWARDS MATHEMATICS AMONG PRIMARY STUDENTS IN KOGI STATE." International Journal of Advanced Research 9, no. 5 (May 31, 2021): 578–83. http://dx.doi.org/10.21474/ijar01/12878.
Full textWang, Li, S. Sitharama Iyengar, Amith K. Belman, Paweł Śniatała, Vir V. Phoha, and Changsheng Wan. "Game Theory based Cyber-Insurance to Cover Potential Loss from Mobile Malware Exploitation." Digital Threats: Research and Practice 2, no. 2 (April 2021): 1–24. http://dx.doi.org/10.1145/3409959.
Full textTuovenen, J., M. Oussalah, and P. Kostakos. "MAuto: Automatic Mobile Game Testing Tool Using Image-Matching Based Approach." Computer Games Journal 8, no. 3-4 (October 19, 2019): 215–39. http://dx.doi.org/10.1007/s40869-019-00087-z.
Full textREYNOLDS, Jennifer. "Gambling on Big Data: Designing Risk in Social Casino Games." European Journal of Risk Regulation 10, no. 1 (March 2019): 116–31. http://dx.doi.org/10.1017/err.2019.18.
Full textMolinillo, Sebastian, Francisco Muñoz-Leiva, and Fátima Pérez-García. "The effects of human-game interaction, network externalities, and motivations on players’ use of mobile casual games." Industrial Management & Data Systems 118, no. 9 (October 15, 2018): 1766–86. http://dx.doi.org/10.1108/imds-11-2017-0544.
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